godot/scene/animation/animation_blend_space_2d.h

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#ifndef ANIMATION_BLEND_SPACE_2D_H
#define ANIMATION_BLEND_SPACE_2D_H
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#include "scene/animation/animation_tree.h"
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class AnimationNodeBlendSpace2D : public AnimationRootNode {
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GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode)
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enum {
MAX_BLEND_POINTS = 64
};
struct BlendPoint {
Ref<AnimationRootNode> node;
Vector2 position;
};
BlendPoint blend_points[MAX_BLEND_POINTS];
int blend_points_used;
struct BlendTriangle {
int points[3];
};
Vector<BlendTriangle> triangles;
Vector2 blend_pos;
Vector2 max_space;
Vector2 min_space;
Vector2 snap;
String x_label;
String y_label;
void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
void _set_triangles(const Vector<int> &p_triangles);
Vector<int> _get_triangles() const;
void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights);
bool auto_triangles;
bool trianges_dirty;
void _update_triangles();
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protected:
virtual void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
public:
virtual void set_tree(AnimationTree *p_player);
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void add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index = -1);
void set_blend_point_position(int p_point, const Vector2 &p_position);
void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
Vector2 get_blend_point_position(int p_point) const;
Ref<AnimationRootNode> get_blend_point_node(int p_point) const;
void remove_blend_point(int p_point);
int get_blend_point_count() const;
bool has_triangle(int p_x, int p_y, int p_z) const;
void add_triangle(int p_x, int p_y, int p_z, int p_at_index = -1);
int get_triangle_point(int p_triangle, int p_point);
void remove_triangle(int p_triangle);
int get_triangle_count() const;
void set_min_space(const Vector2 &p_min);
Vector2 get_min_space() const;
void set_max_space(const Vector2 &p_max);
Vector2 get_max_space() const;
void set_snap(const Vector2 &p_snap);
Vector2 get_snap() const;
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void set_blend_position(const Vector2 &p_pos);
Vector2 get_blend_position() const;
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void set_x_label(const String &p_label);
String get_x_label() const;
void set_y_label(const String &p_label);
String get_y_label() const;
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virtual float process(float p_time, bool p_seek);
virtual String get_caption() const;
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Vector2 get_closest_point(const Vector2 &p_point);
void set_auto_triangles(bool p_enable);
bool get_auto_triangles() const;
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AnimationNodeBlendSpace2D();
~AnimationNodeBlendSpace2D();
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};
#endif // ANIMATION_BLEND_SPACE_2D_H