godot/scene/animation/animation_blend_space_1d.h

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#ifndef ANIMATION_BLEND_SPACE_1D_H
#define ANIMATION_BLEND_SPACE_1D_H
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#include "scene/animation/animation_tree.h"
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class AnimationNodeBlendSpace1D : public AnimationRootNode {
GDCLASS(AnimationNodeBlendSpace1D, AnimationRootNode)
enum {
MAX_BLEND_POINTS = 64
};
struct BlendPoint {
Ref<AnimationRootNode> node;
float position;
};
BlendPoint blend_points[MAX_BLEND_POINTS];
int blend_points_used;
float blend_pos;
float max_space;
float min_space;
float snap;
String value_label;
void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
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, float p_position, int p_at_index = -1);
void set_blend_point_position(int p_point, float p_position);
void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
float 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;
void set_min_space(float p_min);
float get_min_space() const;
void set_max_space(float p_max);
float get_max_space() const;
void set_snap(float p_snap);
float get_snap() const;
void set_blend_pos(float p_pos);
float get_blend_pos() const;
void set_value_label(const String &p_label);
String get_value_label() const;
float process(float p_time, bool p_seek);
String get_caption() const;
AnimationNodeBlendSpace1D();
~AnimationNodeBlendSpace1D();
};
#endif // ANIMATION_BLEND_SPACE_1D_H