godot/scene/animation/animation_blend_space_2d.cpp

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/*************************************************************************/
/* animation_blend_space_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "animation_blend_space_2d.h"
#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));
r_list->push_back(PropertyInfo(Variant::INT, closest, PROPERTY_HINT_NONE, "", 0));
r_list->push_back(PropertyInfo(Variant::REAL, length_internal, PROPERTY_HINT_NONE, "", 0));
}
Variant AnimationNodeBlendSpace2D::get_parameter_default_value(const StringName &p_parameter) const {
if (p_parameter == closest) {
return -1;
} else if (p_parameter == length_internal) {
return 0;
} else {
return Vector2();
}
}
void AnimationNodeBlendSpace2D::get_child_nodes(List<ChildNode> *r_child_nodes) {
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for (int i = 0; i < blend_points_used; i++) {
ChildNode cn;
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cn.name = itos(i);
cn.node = blend_points[i].node;
r_child_nodes->push_back(cn);
}
}
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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);
ERR_FAIL_COND(p_node.is_null());
ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used);
if (p_at_index == -1 || p_at_index == blend_points_used) {
p_at_index = blend_points_used;
} else {
for (int i = blend_points_used - 1; i > p_at_index; i--) {
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blend_points[i] = blend_points[i - 1];
}
for (int i = 0; i < triangles.size(); i++) {
for (int j = 0; j < 3; j++) {
if (triangles[i].points[j] >= p_at_index) {
triangles.write[i].points[j]++;
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}
}
}
}
blend_points[p_at_index].node = p_node;
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++;
if (auto_triangles) {
trianges_dirty = true;
}
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);
blend_points[p_point].position = p_position;
if (auto_triangles) {
trianges_dirty = true;
}
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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);
ERR_FAIL_COND(p_node.is_null());
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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}
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);
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());
return blend_points[p_point].position;
}
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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>());
return blend_points[p_point].node;
}
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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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blend_points[p_point].node->disconnect("tree_changed", this, "_tree_changed");
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for (int i = 0; i < triangles.size(); i++) {
bool erase = false;
for (int j = 0; j < 3; j++) {
if (triangles[i].points[j] == p_point) {
erase = true;
break;
} else if (triangles[i].points[j] > p_point) {
triangles.write[i].points[j]--;
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}
}
if (erase) {
triangles.remove(i);
i--;
}
}
for (int i = p_point; i < blend_points_used - 1; i++) {
blend_points[i] = blend_points[i + 1];
}
blend_points_used--;
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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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);
ERR_FAIL_INDEX_V(p_y, blend_points_used, false);
ERR_FAIL_INDEX_V(p_z, blend_points_used, false);
BlendTriangle t;
t.points[0] = p_x;
t.points[1] = p_y;
t.points[2] = p_z;
SortArray<int> sort;
sort.sort(t.points, 3);
for (int i = 0; i < triangles.size(); i++) {
bool all_equal = true;
for (int j = 0; j < 3; j++) {
if (triangles[i].points[j] != t.points[j]) {
all_equal = false;
break;
}
}
if (all_equal)
return true;
}
return false;
}
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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);
ERR_FAIL_INDEX(p_y, blend_points_used);
ERR_FAIL_INDEX(p_z, blend_points_used);
_update_triangles();
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BlendTriangle t;
t.points[0] = p_x;
t.points[1] = p_y;
t.points[2] = p_z;
SortArray<int> sort;
sort.sort(t.points, 3);
for (int i = 0; i < triangles.size(); i++) {
bool all_equal = true;
for (int j = 0; j < 3; j++) {
if (triangles[i].points[j] != t.points[j]) {
all_equal = false;
break;
}
}
ERR_FAIL_COND(all_equal);
}
if (p_at_index == -1 || p_at_index == triangles.size()) {
triangles.push_back(t);
} else {
triangles.insert(p_at_index, t);
}
}
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int AnimationNodeBlendSpace2D::get_triangle_point(int p_triangle, int p_point) {
_update_triangles();
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ERR_FAIL_INDEX_V(p_point, 3, -1);
ERR_FAIL_INDEX_V(p_triangle, triangles.size(), -1);
return triangles[p_triangle].points[p_point];
}
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void AnimationNodeBlendSpace2D::remove_triangle(int p_triangle) {
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ERR_FAIL_INDEX(p_triangle, triangles.size());
triangles.remove(p_triangle);
}
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int AnimationNodeBlendSpace2D::get_triangle_count() const {
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return triangles.size();
}
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void AnimationNodeBlendSpace2D::set_min_space(const Vector2 &p_min) {
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min_space = p_min;
if (min_space.x >= max_space.x) {
min_space.x = max_space.x - 1;
}
if (min_space.y >= max_space.y) {
min_space.y = max_space.y - 1;
}
}
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Vector2 AnimationNodeBlendSpace2D::get_min_space() const {
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return min_space;
}
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void AnimationNodeBlendSpace2D::set_max_space(const Vector2 &p_max) {
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max_space = p_max;
if (max_space.x <= min_space.x) {
max_space.x = min_space.x + 1;
}
if (max_space.y <= min_space.y) {
max_space.y = min_space.y + 1;
}
}
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Vector2 AnimationNodeBlendSpace2D::get_max_space() const {
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return max_space;
}
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void AnimationNodeBlendSpace2D::set_snap(const Vector2 &p_snap) {
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snap = p_snap;
}
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Vector2 AnimationNodeBlendSpace2D::get_snap() const {
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return snap;
}
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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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String AnimationNodeBlendSpace2D::get_x_label() const {
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return x_label;
}
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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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String AnimationNodeBlendSpace2D::get_y_label() const {
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return y_label;
}
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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) {
add_blend_point(p_node, Vector2());
} else {
set_blend_point_node(p_index, p_node);
}
}
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void AnimationNodeBlendSpace2D::_set_triangles(const Vector<int> &p_triangles) {
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if (auto_triangles)
return;
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ERR_FAIL_COND(p_triangles.size() % 3 != 0);
for (int i = 0; i < p_triangles.size(); i += 3) {
add_triangle(p_triangles[i + 0], p_triangles[i + 1], p_triangles[i + 2]);
}
}
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Vector<int> AnimationNodeBlendSpace2D::_get_triangles() const {
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Vector<int> t;
if (auto_triangles && trianges_dirty)
return t;
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t.resize(triangles.size() * 3);
for (int i = 0; i < triangles.size(); i++) {
t.write[i * 3 + 0] = triangles[i].points[0];
t.write[i * 3 + 1] = triangles[i].points[1];
t.write[i * 3 + 2] = triangles[i].points[2];
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}
return t;
}
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void AnimationNodeBlendSpace2D::_update_triangles() {
if (!auto_triangles || !trianges_dirty)
return;
trianges_dirty = false;
triangles.clear();
if (blend_points_used < 3)
return;
Vector<Vector2> points;
points.resize(blend_points_used);
for (int i = 0; i < blend_points_used; i++) {
points.write[i] = blend_points[i].position;
}
Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points);
for (int i = 0; i < triangles.size(); i++) {
add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]);
}
}
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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)
return Vector2();
Vector2 best_point;
bool first = true;
for (int i = 0; i < triangles.size(); i++) {
Vector2 points[3];
for (int j = 0; j < 3; j++) {
points[j] = get_blend_point_position(get_triangle_point(i, j));
}
if (Geometry::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
return p_point;
}
for (int j = 0; j < 3; j++) {
Vector2 s[2] = {
points[j],
points[(j + 1) % 3]
};
Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, s);
if (first || closest.distance_to(p_point) < best_point.distance_to(p_point)) {
best_point = closest;
first = false;
}
}
}
return best_point;
}
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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) {
r_weights[0] = 1;
r_weights[1] = 0;
r_weights[2] = 0;
return;
}
if (p_pos.distance_squared_to(p_points[1]) < CMP_EPSILON2) {
r_weights[0] = 0;
r_weights[1] = 1;
r_weights[2] = 0;
return;
}
if (p_pos.distance_squared_to(p_points[2]) < CMP_EPSILON2) {
r_weights[0] = 0;
r_weights[1] = 0;
r_weights[2] = 1;
return;
}
Vector2 v0 = p_points[1] - p_points[0];
Vector2 v1 = p_points[2] - p_points[0];
Vector2 v2 = p_pos - p_points[0];
float d00 = v0.dot(v0);
float d01 = v0.dot(v1);
float d11 = v1.dot(v1);
float d20 = v2.dot(v0);
float d21 = v2.dot(v1);
float denom = (d00 * d11 - d01 * d01);
if (denom == 0) {
r_weights[0] = 1;
r_weights[1] = 0;
r_weights[2] = 0;
return;
}
float v = (d11 * d20 - d01 * d21) / denom;
float w = (d00 * d21 - d01 * d20) / denom;
float u = 1.0f - v - w;
r_weights[0] = u;
r_weights[1] = v;
r_weights[2] = w;
}
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float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
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_update_triangles();
Vector2 blend_pos = get_parameter(blend_position);
int closest = get_parameter(this->closest);
float length_internal = get_parameter(this->length_internal);
float mind = 0; //time of min distance point
if (blend_mode == BLEND_MODE_INTERPOLATED) {
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if (triangles.size() == 0)
return 0;
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Vector2 best_point;
bool first = true;
int blend_triangle = -1;
float blend_weights[3] = { 0, 0, 0 };
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for (int i = 0; i < triangles.size(); i++) {
Vector2 points[3];
for (int j = 0; j < 3; j++) {
points[j] = get_blend_point_position(get_triangle_point(i, j));
}
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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;
_blend_triangle(blend_pos, points, blend_weights);
break;
}
for (int j = 0; j < 3; j++) {
Vector2 s[2] = {
points[j],
points[(j + 1) % 3]
};
Vector2 closest = Geometry::get_closest_point_to_segment_2d(blend_pos, s);
if (first || closest.distance_to(blend_pos) < best_point.distance_to(blend_pos)) {
best_point = closest;
blend_triangle = i;
first = false;
float d = s[0].distance_to(s[1]);
if (d == 0.0) {
blend_weights[j] = 1.0;
blend_weights[(j + 1) % 3] = 0.0;
blend_weights[(j + 2) % 3] = 0.0;
} else {
float c = s[0].distance_to(closest) / d;
blend_weights[j] = 1.0 - c;
blend_weights[(j + 1) % 3] = c;
blend_weights[(j + 2) % 3] = 0.0;
}
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}
}
}
ERR_FAIL_COND_V(blend_triangle == -1, 0); //should never reach here
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int triangle_points[3];
for (int j = 0; j < 3; j++) {
triangle_points[j] = get_triangle_point(blend_triangle, j);
}
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first = true;
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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;
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}
}
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;
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}
}
if (new_closest != closest) {
float from = 0;
if (blend_mode == BLEND_MODE_DISCRETE_CARRY && closest != -1) {
//see how much animation remains
from = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, true, 0.0, FILTER_IGNORE, false) - length_internal;
}
mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, 1.0, FILTER_IGNORE, false) + from;
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);
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}
}
set_parameter(this->closest, closest);
set_parameter(this->length_internal, length_internal);
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return mind;
}
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String AnimationNodeBlendSpace2D::get_caption() const {
return "BlendSpace2D";
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}
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void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const {
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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);
}
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void AnimationNodeBlendSpace2D::set_auto_triangles(bool p_enable) {
auto_triangles = p_enable;
if (auto_triangles) {
trianges_dirty = true;
}
}
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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;
}
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void AnimationNodeBlendSpace2D::_bind_methods() {
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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);
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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);
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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);
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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);
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ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace2D::set_snap);
ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace2D::get_snap);
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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);
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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);
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ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace2D::_add_blend_point);
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ClassDB::bind_method(D_METHOD("_set_triangles", "triangles"), &AnimationNodeBlendSpace2D::_set_triangles);
ClassDB::bind_method(D_METHOD("_get_triangles"), &AnimationNodeBlendSpace2D::_get_triangles);
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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);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_auto_triangles", "get_auto_triangles");
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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);
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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");
BIND_ENUM_CONSTANT(BLEND_MODE_INTERPOLATED);
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE);
BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE_CARRY);
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}
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AnimationNodeBlendSpace2D::AnimationNodeBlendSpace2D() {
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for (int i = 0; i < MAX_BLEND_POINTS; i++) {
blend_points[i].name = itos(i);
}
auto_triangles = true;
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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;
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}
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AnimationNodeBlendSpace2D::~AnimationNodeBlendSpace2D() {
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}