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/*************************************************************************/
/* animation_node_state_machine.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2021-01-01 19:13:46 +00:00
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "animation_node_state_machine.h"
/////////////////////////////////////////////////
void AnimationNodeStateMachineTransition : : set_switch_mode ( SwitchMode p_mode ) {
switch_mode = p_mode ;
}
AnimationNodeStateMachineTransition : : SwitchMode AnimationNodeStateMachineTransition : : get_switch_mode ( ) const {
return switch_mode ;
}
void AnimationNodeStateMachineTransition : : set_auto_advance ( bool p_enable ) {
auto_advance = p_enable ;
}
bool AnimationNodeStateMachineTransition : : has_auto_advance ( ) const {
return auto_advance ;
}
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void AnimationNodeStateMachineTransition : : set_advance_condition ( const StringName & p_condition ) {
String cs = p_condition ;
ERR_FAIL_COND ( cs . find ( " / " ) ! = - 1 | | cs . find ( " : " ) ! = - 1 ) ;
advance_condition = p_condition ;
if ( cs ! = String ( ) ) {
advance_condition_name = " conditions/ " + cs ;
} else {
advance_condition_name = StringName ( ) ;
}
emit_signal ( " advance_condition_changed " ) ;
}
StringName AnimationNodeStateMachineTransition : : get_advance_condition ( ) const {
return advance_condition ;
}
StringName AnimationNodeStateMachineTransition : : get_advance_condition_name ( ) const {
return advance_condition_name ;
}
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void AnimationNodeStateMachineTransition : : set_xfade_time ( float p_xfade ) {
ERR_FAIL_COND ( p_xfade < 0 ) ;
xfade = p_xfade ;
emit_changed ( ) ;
}
float AnimationNodeStateMachineTransition : : get_xfade_time ( ) const {
return xfade ;
}
void AnimationNodeStateMachineTransition : : set_disabled ( bool p_disabled ) {
disabled = p_disabled ;
emit_changed ( ) ;
}
bool AnimationNodeStateMachineTransition : : is_disabled ( ) const {
return disabled ;
}
void AnimationNodeStateMachineTransition : : set_priority ( int p_priority ) {
priority = p_priority ;
emit_changed ( ) ;
}
int AnimationNodeStateMachineTransition : : get_priority ( ) const {
return priority ;
}
void AnimationNodeStateMachineTransition : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_switch_mode " , " mode " ) , & AnimationNodeStateMachineTransition : : set_switch_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_switch_mode " ) , & AnimationNodeStateMachineTransition : : get_switch_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_auto_advance " , " auto_advance " ) , & AnimationNodeStateMachineTransition : : set_auto_advance ) ;
ClassDB : : bind_method ( D_METHOD ( " has_auto_advance " ) , & AnimationNodeStateMachineTransition : : has_auto_advance ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_advance_condition " , " name " ) , & AnimationNodeStateMachineTransition : : set_advance_condition ) ;
ClassDB : : bind_method ( D_METHOD ( " get_advance_condition " ) , & AnimationNodeStateMachineTransition : : get_advance_condition ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_xfade_time " , " secs " ) , & AnimationNodeStateMachineTransition : : set_xfade_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_xfade_time " ) , & AnimationNodeStateMachineTransition : : get_xfade_time ) ;
ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & AnimationNodeStateMachineTransition : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & AnimationNodeStateMachineTransition : : is_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_priority " , " priority " ) , & AnimationNodeStateMachineTransition : : set_priority ) ;
ClassDB : : bind_method ( D_METHOD ( " get_priority " ) , & AnimationNodeStateMachineTransition : : get_priority ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " switch_mode " , PROPERTY_HINT_ENUM , " Immediate,Sync,AtEnd " ) , " set_switch_mode " , " get_switch_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " auto_advance " ) , " set_auto_advance " , " has_auto_advance " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " advance_condition " ) , " set_advance_condition " , " get_advance_condition " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " 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 " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
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BIND_ENUM_CONSTANT ( SWITCH_MODE_IMMEDIATE ) ;
BIND_ENUM_CONSTANT ( SWITCH_MODE_SYNC ) ;
BIND_ENUM_CONSTANT ( SWITCH_MODE_AT_END ) ;
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ADD_SIGNAL ( MethodInfo ( " advance_condition_changed " ) ) ;
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}
AnimationNodeStateMachineTransition : : AnimationNodeStateMachineTransition ( ) {
}
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////////////////////////////////////////////////////////
void AnimationNodeStateMachinePlayback : : travel ( const StringName & p_state ) {
start_request_travel = true ;
start_request = p_state ;
stop_request = false ;
}
void AnimationNodeStateMachinePlayback : : start ( const StringName & p_state ) {
start_request_travel = false ;
start_request = p_state ;
stop_request = false ;
}
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void AnimationNodeStateMachinePlayback : : stop ( ) {
stop_request = true ;
}
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bool AnimationNodeStateMachinePlayback : : is_playing ( ) const {
return playing ;
}
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StringName AnimationNodeStateMachinePlayback : : get_current_node ( ) const {
return current ;
}
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StringName AnimationNodeStateMachinePlayback : : get_blend_from_node ( ) const {
return fading_from ;
}
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Vector < StringName > AnimationNodeStateMachinePlayback : : get_travel_path ( ) const {
return path ;
}
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float AnimationNodeStateMachinePlayback : : get_current_play_pos ( ) const {
return pos_current ;
}
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float AnimationNodeStateMachinePlayback : : get_current_length ( ) const {
return len_current ;
}
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bool AnimationNodeStateMachinePlayback : : _travel ( AnimationNodeStateMachine * p_state_machine , const StringName & p_travel ) {
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ERR_FAIL_COND_V ( ! playing , false ) ;
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ERR_FAIL_COND_V ( ! p_state_machine - > states . has ( p_travel ) , false ) ;
ERR_FAIL_COND_V ( ! p_state_machine - > states . has ( current ) , false ) ;
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path . clear ( ) ; //a new one will be needed
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if ( current = = p_travel ) {
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return true ; //nothing to do
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}
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loops_current = 0 ; // reset loops, so fade does not happen immediately
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Vector2 current_pos = p_state_machine - > states [ current ] . position ;
Vector2 target_pos = p_state_machine - > states [ p_travel ] . position ;
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Map < StringName , AStarCost > cost_map ;
List < int > open_list ;
//build open list
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
if ( p_state_machine - > transitions [ i ] . from = = current ) {
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open_list . push_back ( i ) ;
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float cost = p_state_machine - > states [ p_state_machine - > transitions [ i ] . to ] . position . distance_to ( current_pos ) ;
cost * = p_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
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AStarCost ap ;
ap . prev = current ;
ap . distance = cost ;
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cost_map [ p_state_machine - > transitions [ i ] . to ] = ap ;
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if ( p_state_machine - > transitions [ i ] . to = = p_travel ) { //prematurely found it! :D
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path . push_back ( p_travel ) ;
return true ;
}
}
}
//begin astar
bool found_route = false ;
while ( ! found_route ) {
if ( open_list . size ( ) = = 0 ) {
return false ; //no path found
}
//find the last cost transition
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List < int > : : Element * least_cost_transition = nullptr ;
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float least_cost = 1e20 ;
for ( List < int > : : Element * E = open_list . front ( ) ; E ; E = E - > next ( ) ) {
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float cost = cost_map [ p_state_machine - > transitions [ E - > get ( ) ] . to ] . distance ;
cost + = p_state_machine - > states [ p_state_machine - > transitions [ E - > get ( ) ] . to ] . position . distance_to ( target_pos ) ;
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if ( cost < least_cost ) {
least_cost_transition = E ;
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least_cost = cost ;
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}
}
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StringName transition_prev = p_state_machine - > transitions [ least_cost_transition - > get ( ) ] . from ;
StringName transition = p_state_machine - > transitions [ least_cost_transition - > get ( ) ] . to ;
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
if ( p_state_machine - > transitions [ i ] . from ! = transition | | p_state_machine - > transitions [ i ] . to = = transition_prev ) {
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continue ; //not interested on those
}
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float distance = p_state_machine - > states [ p_state_machine - > transitions [ i ] . from ] . position . distance_to ( p_state_machine - > states [ p_state_machine - > transitions [ i ] . to ] . position ) ;
distance * = p_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
distance + = cost_map [ p_state_machine - > transitions [ i ] . from ] . distance ;
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if ( cost_map . has ( p_state_machine - > transitions [ i ] . to ) ) {
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//oh this was visited already, can we win the cost?
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if ( distance < cost_map [ p_state_machine - > transitions [ i ] . to ] . distance ) {
cost_map [ p_state_machine - > transitions [ i ] . to ] . distance = distance ;
cost_map [ p_state_machine - > transitions [ i ] . to ] . prev = p_state_machine - > transitions [ i ] . from ;
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}
} else {
//add to open list
AStarCost ac ;
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ac . prev = p_state_machine - > transitions [ i ] . from ;
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ac . distance = distance ;
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cost_map [ p_state_machine - > transitions [ i ] . to ] = ac ;
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open_list . push_back ( i ) ;
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if ( p_state_machine - > transitions [ i ] . to = = p_travel ) {
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found_route = true ;
break ;
}
}
}
if ( found_route ) {
break ;
}
open_list . erase ( least_cost_transition ) ;
}
//make path
StringName at = p_travel ;
while ( at ! = current ) {
path . push_back ( at ) ;
at = cost_map [ at ] . prev ;
}
path . invert ( ) ;
return true ;
}
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float AnimationNodeStateMachinePlayback : : process ( AnimationNodeStateMachine * p_state_machine , float p_time , bool p_seek ) {
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//if not playing and it can restart, then restart
if ( ! playing & & start_request = = StringName ( ) ) {
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if ( ! stop_request & & p_state_machine - > start_node ) {
start ( p_state_machine - > start_node ) ;
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} else {
return 0 ;
}
}
if ( playing & & stop_request ) {
stop_request = false ;
playing = false ;
return 0 ;
}
bool play_start = false ;
if ( start_request ! = StringName ( ) ) {
if ( start_request_travel ) {
if ( ! playing ) {
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if ( ! stop_request & & p_state_machine - > start_node ) {
// can restart, just postpone traveling
path . clear ( ) ;
current = p_state_machine - > start_node ;
playing = true ;
play_start = true ;
} else {
// stopped, invalid state
String node_name = start_request ;
start_request = StringName ( ) ; //clear start request
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ERR_FAIL_V_MSG ( 0 , " Can't travel to ' " + node_name + " ' if state machine is not playing. Maybe you need to enable Autoplay on Load for one of the nodes in your state machine or call .start() first? " ) ;
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}
} else {
if ( ! _travel ( p_state_machine , start_request ) ) {
// can't travel, then teleport
path . clear ( ) ;
current = start_request ;
}
start_request = StringName ( ) ; //clear start request
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}
} else {
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// teleport to start
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path . clear ( ) ;
current = start_request ;
playing = true ;
play_start = true ;
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start_request = StringName ( ) ; //clear start request
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}
}
bool do_start = ( p_seek & & p_time = = 0 ) | | play_start | | current = = StringName ( ) ;
if ( do_start ) {
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if ( p_state_machine - > start_node ! = StringName ( ) & & p_seek & & p_time = = 0 ) {
current = p_state_machine - > start_node ;
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}
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len_current = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , 0 , true , 1.0 , AnimationNode : : FILTER_IGNORE , false ) ;
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pos_current = 0 ;
loops_current = 0 ;
}
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if ( ! p_state_machine - > states . has ( current ) ) {
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playing = false ; //current does not exist
current = StringName ( ) ;
return 0 ;
}
float fade_blend = 1.0 ;
if ( fading_from ! = StringName ( ) ) {
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if ( ! p_state_machine - > states . has ( fading_from ) ) {
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fading_from = StringName ( ) ;
} else {
if ( ! p_seek ) {
fading_pos + = p_time ;
}
fade_blend = MIN ( 1.0 , fading_pos / fading_time ) ;
if ( fade_blend > = 1.0 ) {
fading_from = StringName ( ) ;
}
}
}
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float rem = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , p_time , p_seek , fade_blend , AnimationNode : : FILTER_IGNORE , false ) ;
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if ( fading_from ! = StringName ( ) ) {
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p_state_machine - > blend_node ( fading_from , p_state_machine - > states [ fading_from ] . node , p_time , p_seek , 1.0 - fade_blend , AnimationNode : : FILTER_IGNORE , false ) ;
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}
//guess playback position
if ( rem > len_current ) { // weird but ok
len_current = rem ;
}
{ //advance and loop check
float next_pos = len_current - rem ;
if ( next_pos < pos_current ) {
loops_current + + ;
}
pos_current = next_pos ; //looped
}
//find next
StringName next ;
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float next_xfade = 0.0 ;
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AnimationNodeStateMachineTransition : : SwitchMode switch_mode = AnimationNodeStateMachineTransition : : SWITCH_MODE_IMMEDIATE ;
if ( path . size ( ) ) {
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
if ( p_state_machine - > transitions [ i ] . from = = current & & p_state_machine - > transitions [ i ] . to = = path [ 0 ] ) {
next_xfade = p_state_machine - > transitions [ i ] . transition - > get_xfade_time ( ) ;
switch_mode = p_state_machine - > transitions [ i ] . transition - > get_switch_mode ( ) ;
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next = path [ 0 ] ;
}
}
} else {
float priority_best = 1e20 ;
int auto_advance_to = - 1 ;
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for ( int i = 0 ; i < p_state_machine - > transitions . size ( ) ; i + + ) {
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bool auto_advance = false ;
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if ( p_state_machine - > transitions [ i ] . transition - > has_auto_advance ( ) ) {
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auto_advance = true ;
}
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StringName advance_condition_name = p_state_machine - > transitions [ i ] . transition - > get_advance_condition_name ( ) ;
if ( advance_condition_name ! = StringName ( ) & & bool ( p_state_machine - > get_parameter ( advance_condition_name ) ) ) {
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auto_advance = true ;
}
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if ( p_state_machine - > transitions [ i ] . from = = current & & auto_advance ) {
if ( p_state_machine - > transitions [ i ] . transition - > get_priority ( ) < = priority_best ) {
priority_best = p_state_machine - > transitions [ i ] . transition - > get_priority ( ) ;
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auto_advance_to = i ;
}
}
}
if ( auto_advance_to ! = - 1 ) {
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next = p_state_machine - > transitions [ auto_advance_to ] . to ;
next_xfade = p_state_machine - > transitions [ auto_advance_to ] . transition - > get_xfade_time ( ) ;
switch_mode = p_state_machine - > transitions [ auto_advance_to ] . transition - > get_switch_mode ( ) ;
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}
}
//if next, see when to transition
if ( next ! = StringName ( ) ) {
bool goto_next = false ;
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if ( switch_mode = = AnimationNodeStateMachineTransition : : SWITCH_MODE_AT_END ) {
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goto_next = next_xfade > = ( len_current - pos_current ) | | loops_current > 0 ;
if ( loops_current > 0 ) {
next_xfade = 0 ;
}
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} else {
goto_next = fading_from = = StringName ( ) ;
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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
if ( next_xfade ) {
//time to fade, baby
fading_from = current ;
fading_time = next_xfade ;
fading_pos = 0 ;
} else {
fading_from = StringName ( ) ;
fading_pos = 0 ;
}
if ( path . size ( ) ) { //if it came from path, remove path
path . remove ( 0 ) ;
}
current = next ;
if ( switch_mode = = AnimationNodeStateMachineTransition : : SWITCH_MODE_SYNC ) {
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len_current = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , 0 , true , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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pos_current = MIN ( pos_current , len_current ) ;
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p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , pos_current , true , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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} else {
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len_current = p_state_machine - > blend_node ( current , p_state_machine - > states [ current ] . node , 0 , true , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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pos_current = 0 ;
}
rem = len_current ; //so it does not show 0 on transition
loops_current = 0 ;
}
}
//compute time left for transitions by using the end node
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if ( p_state_machine - > end_node ! = StringName ( ) & & p_state_machine - > end_node ! = current ) {
rem = p_state_machine - > blend_node ( p_state_machine - > end_node , p_state_machine - > states [ p_state_machine - > end_node ] . node , 0 , true , 0 , AnimationNode : : FILTER_IGNORE , false ) ;
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}
return rem ;
}
void AnimationNodeStateMachinePlayback : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " travel " , " to_node " ) , & AnimationNodeStateMachinePlayback : : travel ) ;
ClassDB : : bind_method ( D_METHOD ( " start " , " node " ) , & AnimationNodeStateMachinePlayback : : start ) ;
ClassDB : : bind_method ( D_METHOD ( " stop " ) , & AnimationNodeStateMachinePlayback : : stop ) ;
ClassDB : : bind_method ( D_METHOD ( " is_playing " ) , & AnimationNodeStateMachinePlayback : : is_playing ) ;
ClassDB : : bind_method ( D_METHOD ( " get_current_node " ) , & AnimationNodeStateMachinePlayback : : get_current_node ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_current_play_position " ) , & AnimationNodeStateMachinePlayback : : get_current_play_pos ) ;
ClassDB : : bind_method ( D_METHOD ( " get_current_length " ) , & AnimationNodeStateMachinePlayback : : get_current_length ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_travel_path " ) , & AnimationNodeStateMachinePlayback : : get_travel_path ) ;
}
AnimationNodeStateMachinePlayback : : AnimationNodeStateMachinePlayback ( ) {
set_local_to_scene ( true ) ; //only one per instanced scene
}
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///////////////////////////////////////////////////////
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void AnimationNodeStateMachine : : get_parameter_list ( List < PropertyInfo > * r_list ) const {
r_list - > push_back ( PropertyInfo ( Variant : : OBJECT , playback , PROPERTY_HINT_RESOURCE_TYPE , " AnimationNodeStateMachinePlayback " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE ) ) ;
List < StringName > advance_conditions ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
StringName ac = transitions [ i ] . transition - > get_advance_condition_name ( ) ;
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if ( ac ! = StringName ( ) & & advance_conditions . find ( ac ) = = nullptr ) {
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advance_conditions . push_back ( ac ) ;
}
}
advance_conditions . sort_custom < StringName : : AlphCompare > ( ) ;
for ( List < StringName > : : Element * E = advance_conditions . front ( ) ; E ; E = E - > next ( ) ) {
r_list - > push_back ( PropertyInfo ( Variant : : BOOL , E - > get ( ) ) ) ;
}
}
Variant AnimationNodeStateMachine : : get_parameter_default_value ( const StringName & p_parameter ) const {
if ( p_parameter = = playback ) {
Ref < AnimationNodeStateMachinePlayback > p ;
p . instance ( ) ;
return p ;
} else {
return false ; //advance condition
}
}
void AnimationNodeStateMachine : : add_node ( const StringName & p_name , Ref < AnimationNode > p_node , const Vector2 & p_position ) {
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ERR_FAIL_COND ( states . has ( p_name ) ) ;
ERR_FAIL_COND ( p_node . is_null ( ) ) ;
ERR_FAIL_COND ( String ( p_name ) . find ( " / " ) ! = - 1 ) ;
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State state ;
state . node = p_node ;
state . position = p_position ;
states [ p_name ] = state ;
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emit_changed ( ) ;
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emit_signal ( " tree_changed " ) ;
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p_node - > connect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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}
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void AnimationNodeStateMachine : : replace_node ( const StringName & p_name , Ref < AnimationNode > p_node ) {
ERR_FAIL_COND ( states . has ( p_name ) = = false ) ;
ERR_FAIL_COND ( p_node . is_null ( ) ) ;
ERR_FAIL_COND ( String ( p_name ) . find ( " / " ) ! = - 1 ) ;
{
Ref < AnimationNode > node = states [ p_name ] . node ;
if ( node . is_valid ( ) ) {
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node - > disconnect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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}
}
states [ p_name ] . node = p_node ;
emit_changed ( ) ;
emit_signal ( " tree_changed " ) ;
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p_node - > connect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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}
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Ref < AnimationNode > AnimationNodeStateMachine : : get_node ( const StringName & p_name ) const {
ERR_FAIL_COND_V ( ! states . has ( p_name ) , Ref < AnimationNode > ( ) ) ;
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return states [ p_name ] . node ;
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}
StringName AnimationNodeStateMachine : : get_node_name ( const Ref < AnimationNode > & p_node ) const {
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for ( Map < StringName , State > : : Element * E = states . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . node = = p_node ) {
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return E - > key ( ) ;
}
}
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ERR_FAIL_V ( StringName ( ) ) ;
}
void AnimationNodeStateMachine : : get_child_nodes ( List < ChildNode > * r_child_nodes ) {
Vector < StringName > nodes ;
for ( Map < StringName , State > : : Element * E = states . front ( ) ; E ; E = E - > next ( ) ) {
nodes . push_back ( E - > key ( ) ) ;
}
nodes . sort_custom < StringName : : AlphCompare > ( ) ;
for ( int i = 0 ; i < nodes . size ( ) ; i + + ) {
ChildNode cn ;
cn . name = nodes [ i ] ;
cn . node = states [ cn . name ] . node ;
r_child_nodes - > push_back ( cn ) ;
}
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}
bool AnimationNodeStateMachine : : has_node ( const StringName & p_name ) const {
return states . has ( p_name ) ;
}
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void AnimationNodeStateMachine : : remove_node ( const StringName & p_name ) {
ERR_FAIL_COND ( ! states . has ( p_name ) ) ;
{
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Ref < AnimationNode > node = states [ p_name ] . node ;
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ERR_FAIL_COND ( node . is_null ( ) ) ;
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node - > disconnect ( " tree_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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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 + + ) {
if ( transitions [ i ] . from = = p_name | | transitions [ i ] . to = = p_name ) {
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transitions . write [ i ] . transition - > disconnect ( " advance_condition_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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transitions . remove ( i ) ;
i - - ;
}
}
if ( start_node = = p_name ) {
start_node = StringName ( ) ;
}
if ( end_node = = p_name ) {
end_node = StringName ( ) ;
}
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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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emit_signal ( " tree_changed " ) ;
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}
void AnimationNodeStateMachine : : rename_node ( const StringName & p_name , const StringName & p_new_name ) {
ERR_FAIL_COND ( ! states . has ( p_name ) ) ;
ERR_FAIL_COND ( states . has ( p_new_name ) ) ;
states [ p_new_name ] = states [ p_name ] ;
states . erase ( p_name ) ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
if ( transitions [ i ] . from = = p_name ) {
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transitions . write [ i ] . from = p_new_name ;
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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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}
}
if ( start_node = = p_name ) {
start_node = p_new_name ;
}
if ( end_node = = p_name ) {
end_node = p_new_name ;
}
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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
emit_signal ( " tree_changed " ) ;
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}
void AnimationNodeStateMachine : : get_node_list ( List < StringName > * r_nodes ) const {
List < StringName > nodes ;
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for ( Map < StringName , State > : : Element * E = states . front ( ) ; E ; E = E - > next ( ) ) {
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nodes . push_back ( E - > key ( ) ) ;
}
nodes . sort_custom < StringName : : AlphCompare > ( ) ;
for ( List < StringName > : : Element * E = nodes . front ( ) ; E ; E = E - > next ( ) ) {
r_nodes - > push_back ( E - > get ( ) ) ;
}
}
bool AnimationNodeStateMachine : : has_transition ( const StringName & p_from , const StringName & p_to ) const {
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 ;
}
int AnimationNodeStateMachine : : find_transition ( const StringName & p_from , const StringName & p_to ) const {
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 ;
}
void AnimationNodeStateMachine : : add_transition ( const StringName & p_from , const StringName & p_to , const Ref < AnimationNodeStateMachineTransition > & p_transition ) {
ERR_FAIL_COND ( p_from = = p_to ) ;
ERR_FAIL_COND ( ! states . has ( p_from ) ) ;
ERR_FAIL_COND ( ! states . has ( p_to ) ) ;
ERR_FAIL_COND ( p_transition . is_null ( ) ) ;
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
ERR_FAIL_COND ( transitions [ i ] . from = = p_from & & transitions [ i ] . to = = p_to ) ;
}
Transition tr ;
tr . from = p_from ;
tr . to = p_to ;
tr . transition = p_transition ;
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tr . transition - > connect ( " advance_condition_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) , varray ( ) , CONNECT_REFERENCE_COUNTED ) ;
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transitions . push_back ( tr ) ;
}
Ref < AnimationNodeStateMachineTransition > AnimationNodeStateMachine : : get_transition ( int p_transition ) const {
ERR_FAIL_INDEX_V ( p_transition , transitions . size ( ) , Ref < AnimationNodeStateMachineTransition > ( ) ) ;
return transitions [ p_transition ] . transition ;
}
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StringName AnimationNodeStateMachine : : get_transition_from ( int p_transition ) const {
ERR_FAIL_INDEX_V ( p_transition , transitions . size ( ) , StringName ( ) ) ;
return transitions [ p_transition ] . from ;
}
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StringName AnimationNodeStateMachine : : get_transition_to ( int p_transition ) const {
ERR_FAIL_INDEX_V ( p_transition , transitions . size ( ) , StringName ( ) ) ;
return transitions [ p_transition ] . to ;
}
int AnimationNodeStateMachine : : get_transition_count ( ) const {
return transitions . size ( ) ;
}
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void AnimationNodeStateMachine : : remove_transition ( const StringName & p_from , const StringName & p_to ) {
for ( int i = 0 ; i < transitions . size ( ) ; i + + ) {
if ( transitions [ i ] . from = = p_from & & transitions [ i ] . to = = p_to ) {
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transitions . write [ i ] . transition - > disconnect ( " advance_condition_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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transitions . remove ( i ) ;
return ;
}
}
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/*if (playing) {
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path . clear ( ) ;
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} */
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}
void AnimationNodeStateMachine : : remove_transition_by_index ( int p_transition ) {
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ERR_FAIL_INDEX ( p_transition , transitions . size ( ) ) ;
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transitions . write [ p_transition ] . transition - > disconnect ( " advance_condition_changed " , callable_mp ( this , & AnimationNodeStateMachine : : _tree_changed ) ) ;
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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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}
void AnimationNodeStateMachine : : set_start_node ( const StringName & p_node ) {
ERR_FAIL_COND ( p_node ! = StringName ( ) & & ! states . has ( p_node ) ) ;
start_node = p_node ;
}
String AnimationNodeStateMachine : : get_start_node ( ) const {
return start_node ;
}
void AnimationNodeStateMachine : : set_end_node ( const StringName & p_node ) {
ERR_FAIL_COND ( p_node ! = StringName ( ) & & ! states . has ( p_node ) ) ;
end_node = p_node ;
}
String AnimationNodeStateMachine : : get_end_node ( ) const {
return end_node ;
}
void AnimationNodeStateMachine : : set_graph_offset ( const Vector2 & p_offset ) {
graph_offset = p_offset ;
}
Vector2 AnimationNodeStateMachine : : get_graph_offset ( ) const {
return graph_offset ;
}
float AnimationNodeStateMachine : : process ( float p_time , bool p_seek ) {
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Ref < AnimationNodeStateMachinePlayback > playback = get_parameter ( this - > playback ) ;
ERR_FAIL_COND_V ( playback . is_null ( ) , 0.0 ) ;
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return playback - > process ( this , p_time , p_seek ) ;
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}
String AnimationNodeStateMachine : : get_caption ( ) const {
return " StateMachine " ;
}
void AnimationNodeStateMachine : : _notification ( int p_what ) {
}
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Ref < AnimationNode > AnimationNodeStateMachine : : get_child_by_name ( const StringName & p_name ) {
return get_node ( p_name ) ;
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}
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 ) ) {
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states [ node_name ] . position = p_value ;
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}
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 ) ) {
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r_ret = states [ node_name ] . node ;
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return true ;
}
}
if ( what = = " position " ) {
if ( states . has ( node_name ) ) {
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r_ret = states [ node_name ] . position ;
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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 ;
}
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void AnimationNodeStateMachine : : _get_property_list ( List < PropertyInfo > * p_list ) const {
List < StringName > names ;
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for ( Map < StringName , State > : : Element * E = states . front ( ) ; E ; E = E - > next ( ) ) {
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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 ( ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : OBJECT , " states/ " + name + " /node " , PROPERTY_HINT_RESOURCE_TYPE , " AnimationNode " , PROPERTY_USAGE_NOEDITOR ) ) ;
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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 ) ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : STRING_NAME , " start_node " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : STRING_NAME , " end_node " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : VECTOR2 , " graph_offset " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
}
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void AnimationNodeStateMachine : : reset_state ( ) {
states . clear ( ) ;
transitions . clear ( ) ;
playback = " playback " ;
start_node = StringName ( ) ;
end_node = StringName ( ) ;
graph_offset = Vector2 ( ) ;
emit_changed ( ) ;
emit_signal ( " tree_changed " ) ;
}
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void AnimationNodeStateMachine : : set_node_position ( const StringName & p_name , const Vector2 & p_position ) {
ERR_FAIL_COND ( ! states . has ( p_name ) ) ;
states [ p_name ] . position = p_position ;
}
Vector2 AnimationNodeStateMachine : : get_node_position ( const StringName & p_name ) const {
ERR_FAIL_COND_V ( ! states . has ( p_name ) , Vector2 ( ) ) ;
return states [ p_name ] . position ;
}
void AnimationNodeStateMachine : : _tree_changed ( ) {
emit_signal ( " tree_changed " ) ;
}
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void AnimationNodeStateMachine : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_node " , " name " , " node " , " position " ) , & AnimationNodeStateMachine : : add_node , DEFVAL ( Vector2 ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " replace_node " , " name " , " node " ) , & AnimationNodeStateMachine : : replace_node ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_node_position " , " name " , " position " ) , & AnimationNodeStateMachine : : set_node_position ) ;
ClassDB : : bind_method ( D_METHOD ( " get_node_position " , " name " ) , & AnimationNodeStateMachine : : get_node_position ) ;
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ClassDB : : bind_method ( D_METHOD ( " has_transition " , " from " , " to " ) , & AnimationNodeStateMachine : : has_transition ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_graph_offset " , " offset " ) , & AnimationNodeStateMachine : : set_graph_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_graph_offset " ) , & AnimationNodeStateMachine : : get_graph_offset ) ;
}
AnimationNodeStateMachine : : AnimationNodeStateMachine ( ) {
}