d95794ec8a
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".
253 lines
8.9 KiB
C++
253 lines
8.9 KiB
C++
/**************************************************************************/
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/* animation_node_state_machine.h */
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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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#ifndef ANIMATION_NODE_STATE_MACHINE_H
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#define ANIMATION_NODE_STATE_MACHINE_H
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#include "core/math/expression.h"
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#include "scene/animation/animation_tree.h"
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class AnimationNodeStateMachineTransition : public Resource {
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GDCLASS(AnimationNodeStateMachineTransition, Resource);
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public:
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enum SwitchMode {
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SWITCH_MODE_IMMEDIATE,
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SWITCH_MODE_SYNC,
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SWITCH_MODE_AT_END,
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};
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enum AdvanceMode {
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ADVANCE_MODE_DISABLED,
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ADVANCE_MODE_ENABLED,
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ADVANCE_MODE_AUTO,
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};
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private:
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SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE;
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AdvanceMode advance_mode = ADVANCE_MODE_ENABLED;
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StringName advance_condition;
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StringName advance_condition_name;
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float xfade_time = 0.0;
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Ref<Curve> xfade_curve;
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int priority = 1;
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String advance_expression;
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friend class AnimationNodeStateMachinePlayback;
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Ref<Expression> expression;
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protected:
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static void _bind_methods();
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public:
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void set_switch_mode(SwitchMode p_mode);
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SwitchMode get_switch_mode() const;
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void set_advance_mode(AdvanceMode p_mode);
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AdvanceMode get_advance_mode() const;
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void set_advance_condition(const StringName &p_condition);
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StringName get_advance_condition() const;
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StringName get_advance_condition_name() const;
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void set_advance_expression(const String &p_expression);
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String get_advance_expression() const;
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void set_xfade_time(float p_xfade);
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float get_xfade_time() const;
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void set_xfade_curve(const Ref<Curve> &p_curve);
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Ref<Curve> get_xfade_curve() const;
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void set_priority(int p_priority);
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int get_priority() const;
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AnimationNodeStateMachineTransition();
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};
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VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
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VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode)
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class AnimationNodeStateMachine;
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class AnimationNodeStateMachinePlayback : public Resource {
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GDCLASS(AnimationNodeStateMachinePlayback, Resource);
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friend class AnimationNodeStateMachine;
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struct AStarCost {
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float distance = 0.0;
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StringName prev;
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};
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struct Transition {
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StringName from;
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StringName to;
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StringName next;
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};
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double len_current = 0.0;
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double pos_current = 0.0;
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bool end_loop = false;
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StringName current;
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Transition current_transition;
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Ref<Curve> current_curve;
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bool force_auto_advance = false;
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StringName fading_from;
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float fading_time = 0.0;
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float fading_pos = 0.0;
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Vector<StringName> path;
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bool playing = false;
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StringName start_request;
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bool start_request_travel = false;
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bool stop_request = false;
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bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel);
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double process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking);
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bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
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protected:
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static void _bind_methods();
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public:
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void travel(const StringName &p_state);
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void start(const StringName &p_state);
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void stop();
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bool is_playing() const;
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StringName get_current_node() const;
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StringName get_blend_from_node() const;
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Vector<StringName> get_travel_path() const;
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float get_current_play_pos() const;
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float get_current_length() const;
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AnimationNodeStateMachinePlayback();
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};
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class AnimationNodeStateMachine : public AnimationRootNode {
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GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
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private:
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friend class AnimationNodeStateMachinePlayback;
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struct State {
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Ref<AnimationRootNode> node;
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Vector2 position;
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};
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HashMap<StringName, State> states;
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struct Transition {
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StringName from;
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StringName to;
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StringName local_from;
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StringName local_to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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Vector<Transition> transitions;
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StringName playback = "playback";
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StringName state_machine_name;
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AnimationNodeStateMachine *prev_state_machine = nullptr;
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bool updating_transitions = false;
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Vector2 graph_offset;
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void _tree_changed();
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void _remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition);
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void _rename_transitions(const StringName &p_name, const StringName &p_new_name);
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bool _can_connect(const StringName &p_name, Vector<AnimationNodeStateMachine *> p_parents = Vector<AnimationNodeStateMachine *>());
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StringName _get_shortest_path(const StringName &p_path) const;
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
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virtual void reset_state() override;
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public:
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StringName start_node = "Start";
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StringName end_node = "End";
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const override;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const override;
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void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
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void replace_node(const StringName &p_name, Ref<AnimationNode> p_node);
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Ref<AnimationNode> get_node(const StringName &p_name) const;
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void remove_node(const StringName &p_name);
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void rename_node(const StringName &p_name, const StringName &p_new_name);
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bool has_node(const StringName &p_name) const;
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StringName get_node_name(const Ref<AnimationNode> &p_node) const;
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void get_node_list(List<StringName> *r_nodes) const;
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void set_node_position(const StringName &p_name, const Vector2 &p_position);
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Vector2 get_node_position(const StringName &p_name) const;
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virtual void get_child_nodes(List<ChildNode> *r_child_nodes) override;
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bool has_transition(const StringName &p_from, const StringName &p_to) const;
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bool has_local_transition(const StringName &p_from, const StringName &p_to) const;
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int find_transition(const StringName &p_from, const StringName &p_to) const;
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void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
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Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
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StringName get_transition_from(int p_transition) const;
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StringName get_transition_to(int p_transition) const;
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int get_transition_count() const;
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void remove_transition_by_index(const int p_transition);
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void remove_transition(const StringName &p_from, const StringName &p_to);
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bool can_edit_node(const StringName &p_name) const;
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AnimationNodeStateMachine *get_prev_state_machine() const;
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void set_graph_offset(const Vector2 &p_offset);
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Vector2 get_graph_offset() const;
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virtual double process(double p_time, bool p_seek, bool p_is_external_seeking) override;
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virtual String get_caption() const override;
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) override;
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AnimationNodeStateMachine();
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};
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#endif // ANIMATION_NODE_STATE_MACHINE_H
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