Add indicator for state machine transition fade progress and position of state transitioning from.
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4368191a9f
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02a82c9531
@ -1127,7 +1127,7 @@ void AnimationNodeStateMachineEditor::_add_transition(const bool p_nested_action
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connecting = false;
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}
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void AnimationNodeStateMachineEditor::_connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance, bool p_multi_transitions) {
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void AnimationNodeStateMachineEditor::_connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, float p_fade_ratio, bool p_auto_advance, bool p_multi_transitions) {
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Color linecolor = get_theme_color(SNAME("font_color"), SNAME("Label"));
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Color icon_color(1, 1, 1);
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Color accent = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
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@ -1153,11 +1153,15 @@ void AnimationNodeStateMachineEditor::_connection_draw(const Vector2 &p_from, co
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if (p_travel) {
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linecolor = accent;
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linecolor.set_hsv(1.0, linecolor.get_s(), linecolor.get_v());
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}
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state_machine_draw->draw_line(p_from, p_to, linecolor, 2);
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if (p_fade_ratio > 0.0) {
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Color fade_linecolor = accent;
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fade_linecolor.set_hsv(1.0, fade_linecolor.get_s(), fade_linecolor.get_v());
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state_machine_draw->draw_line(p_from, p_from.lerp(p_to, p_fade_ratio), fade_linecolor, 2);
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}
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Ref<Texture2D> icon = icons[p_mode + (p_auto_advance ? 3 : 0)];
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Transform2D xf;
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@ -1327,7 +1331,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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}
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}
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_connection_draw(from, to, AnimationNodeStateMachineTransition::SwitchMode(switch_mode->get_selected()), true, false, false, false, false);
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_connection_draw(from, to, AnimationNodeStateMachineTransition::SwitchMode(switch_mode->get_selected()), true, false, false, 0.0, false, false);
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}
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Ref<Texture2D> tr_reference_icon = get_theme_icon(SNAME("TransitionImmediateBig"), SNAME("EditorIcons"));
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@ -1357,6 +1361,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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tl.mode = tr->get_switch_mode();
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tl.width = tr_bidi_offset;
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tl.travel = false;
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tl.fade_ratio = 0.0;
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tl.hidden = false;
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if (state_machine->has_local_transition(local_to, local_from)) { //offset if same exists
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@ -1378,6 +1383,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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if (blend_from == local_from && current == local_to) {
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tl.travel = true;
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tl.fade_ratio = MIN(1.0, fading_pos / fading_time);
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}
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if (travel_path.size()) {
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@ -1418,7 +1424,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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for (int i = 0; i < transition_lines.size(); i++) {
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TransitionLine tl = transition_lines[i];
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if (!tl.hidden) {
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_connection_draw(tl.from, tl.to, tl.mode, !tl.disabled, tl.selected, tl.travel, tl.auto_advance, !tl.multi_transitions.is_empty());
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_connection_draw(tl.from, tl.to, tl.mode, !tl.disabled, tl.selected, tl.travel, tl.fade_ratio, tl.auto_advance, !tl.multi_transitions.is_empty());
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}
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}
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@ -1508,25 +1514,24 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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state_machine_play_pos->queue_redraw();
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}
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void AnimationNodeStateMachineEditor::_state_machine_pos_draw() {
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void AnimationNodeStateMachineEditor::_state_machine_pos_draw_individual(String p_name, float p_ratio) {
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AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
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if (!tree) {
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return;
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}
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Ref<AnimationNodeStateMachinePlayback> playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
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if (!playback.is_valid() || !playback->is_playing()) {
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return;
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}
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if (playback->get_current_node() == state_machine->start_node || playback->get_current_node() == state_machine->end_node) {
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if (p_name == state_machine->start_node || p_name == state_machine->end_node || p_name.is_empty()) {
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return;
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}
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int idx = -1;
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for (int i = 0; i < node_rects.size(); i++) {
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if (node_rects[i].node_name == playback->get_current_node()) {
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if (node_rects[i].node_name == p_name) {
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idx = i;
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break;
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}
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@ -1550,10 +1555,7 @@ void AnimationNodeStateMachineEditor::_state_machine_pos_draw() {
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}
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to.y = from.y;
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float len = MAX(0.0001, current_length);
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float pos = CLAMP(play_pos, 0, len);
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float c = pos / len;
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float c = p_ratio;
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Color fg = get_theme_color(SNAME("font_color"), SNAME("Label"));
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Color bg = fg;
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bg.a *= 0.3;
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@ -1565,6 +1567,32 @@ void AnimationNodeStateMachineEditor::_state_machine_pos_draw() {
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state_machine_play_pos->draw_line(from, to, fg, 2);
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}
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void AnimationNodeStateMachineEditor::_state_machine_pos_draw_all() {
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AnimationTree *tree = AnimationTreeEditor::get_singleton()->get_animation_tree();
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if (!tree) {
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return;
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}
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Ref<AnimationNodeStateMachinePlayback> playback = tree->get(AnimationTreeEditor::get_singleton()->get_base_path() + "playback");
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if (!playback.is_valid() || !playback->is_playing()) {
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return;
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}
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{
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float len = MAX(0.0001, current_length);
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float pos = CLAMP(current_play_pos, 0, len);
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float c = pos / len;
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_state_machine_pos_draw_individual(playback->get_current_node(), c);
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}
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{
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float len = MAX(0.0001, fade_from_length);
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float pos = CLAMP(fade_from_current_play_pos, 0, len);
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float c = pos / len;
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_state_machine_pos_draw_individual(playback->get_fading_from_node(), c);
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}
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}
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void AnimationNodeStateMachineEditor::_update_graph() {
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if (updating) {
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return;
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@ -1687,17 +1715,28 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) {
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Vector<StringName> tp;
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bool is_playing = false;
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StringName current_node;
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StringName blend_from_node;
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play_pos = 0;
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StringName fading_from_node;
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current_play_pos = 0;
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current_length = 0;
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fade_from_current_play_pos = 0;
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fade_from_length = 0;
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fading_time = 0;
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fading_pos = 0;
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if (playback.is_valid()) {
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tp = playback->get_travel_path();
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is_playing = playback->is_playing();
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current_node = playback->get_current_node();
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blend_from_node = playback->get_fading_from_node();
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play_pos = playback->get_current_play_pos();
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fading_from_node = playback->get_fading_from_node();
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current_play_pos = playback->get_current_play_pos();
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current_length = playback->get_current_length();
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fade_from_current_play_pos = playback->get_fade_from_play_pos();
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fade_from_length = playback->get_fade_from_length();
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fading_time = playback->get_fading_time();
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fading_pos = playback->get_fading_pos();
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}
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{
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@ -1714,12 +1753,19 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) {
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}
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//redraw if travel state changed
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if (!same_travel_path || last_active != is_playing || last_current_node != current_node || last_blend_from_node != blend_from_node) {
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if (!same_travel_path ||
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last_active != is_playing ||
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last_current_node != current_node ||
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last_fading_from_node != fading_from_node ||
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last_fading_time != fading_time ||
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last_fading_pos != fading_pos) {
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state_machine_draw->queue_redraw();
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last_travel_path = tp;
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last_current_node = current_node;
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last_active = is_playing;
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last_blend_from_node = blend_from_node;
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last_fading_from_node = fading_from_node;
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last_fading_time = fading_time;
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last_fading_pos = fading_pos;
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state_machine_play_pos->queue_redraw();
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}
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@ -1737,14 +1783,15 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) {
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// when current_node is a state machine, use playback of current_node to set play_pos
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if (current_node_playback.is_valid()) {
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play_pos = current_node_playback->get_current_play_pos();
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current_play_pos = current_node_playback->get_current_play_pos();
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current_length = current_node_playback->get_current_length();
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}
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}
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}
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if (last_play_pos != play_pos) {
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last_play_pos = play_pos;
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if (last_play_pos != current_play_pos || fade_from_last_play_pos != fade_from_current_play_pos) {
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last_play_pos = current_play_pos;
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fade_from_last_play_pos = fade_from_current_play_pos;
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state_machine_play_pos->queue_redraw();
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}
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} break;
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@ -2048,7 +2095,7 @@ AnimationNodeStateMachineEditor::AnimationNodeStateMachineEditor() {
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state_machine_draw->add_child(state_machine_play_pos);
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state_machine_play_pos->set_mouse_filter(MOUSE_FILTER_PASS); //pass all to parent
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state_machine_play_pos->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
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state_machine_play_pos->connect("draw", callable_mp(this, &AnimationNodeStateMachineEditor::_state_machine_pos_draw));
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state_machine_play_pos->connect("draw", callable_mp(this, &AnimationNodeStateMachineEditor::_state_machine_pos_draw_all));
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v_scroll = memnew(VScrollBar);
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state_machine_draw->add_child(v_scroll);
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@ -85,9 +85,12 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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static AnimationNodeStateMachineEditor *singleton;
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void _state_machine_gui_input(const Ref<InputEvent> &p_event);
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void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance, bool p_multi_transitions);
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void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, float p_fade_ratio, bool p_auto_advance, bool p_multi_transitions);
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void _state_machine_draw();
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void _state_machine_pos_draw();
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void _state_machine_pos_draw_individual(String p_name, float p_ratio);
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void _state_machine_pos_draw_all();
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void _update_graph();
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@ -150,6 +153,7 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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float width = 0;
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bool selected;
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bool travel;
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float fade_ratio;
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bool hidden;
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int transition_index;
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Vector<TransitionLine> multi_transitions;
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@ -204,13 +208,23 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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void _delete_tree_draw();
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bool last_active = false;
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StringName last_blend_from_node;
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StringName last_fading_from_node;
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StringName last_current_node;
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Vector<StringName> last_travel_path;
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float fade_from_last_play_pos = 0.0f;
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float fade_from_current_play_pos = 0.0f;
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float fade_from_length = 0.0f;
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float last_play_pos = 0.0f;
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float play_pos = 0.0f;
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float current_play_pos = 0.0f;
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float current_length = 0.0f;
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float last_fading_time = 0.0f;
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float last_fading_pos = 0.0f;
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float fading_time = 0.0f;
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float fading_pos = 0.0f;
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float error_time = 0.0f;
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String error_text;
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@ -228,6 +228,22 @@ float AnimationNodeStateMachinePlayback::get_current_length() const {
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return len_current;
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}
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float AnimationNodeStateMachinePlayback::get_fade_from_play_pos() const {
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return pos_fade_from;
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}
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float AnimationNodeStateMachinePlayback::get_fade_from_length() const {
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return len_fade_from;
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}
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float AnimationNodeStateMachinePlayback::get_fading_time() const {
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return fading_time;
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}
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float AnimationNodeStateMachinePlayback::get_fading_pos() const {
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return fading_pos;
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}
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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);
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@ -466,7 +482,17 @@ double AnimationNodeStateMachinePlayback::_process(AnimationNodeStateMachine *p_
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if (fading_from != StringName()) {
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double fade_blend_inv = 1.0 - fade_blend;
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p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
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float fading_from_rem = 0.0;
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fading_from_rem = p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
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//guess playback position
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if (fading_from_rem > len_fade_from) { // weird but ok
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len_fade_from = fading_from_rem;
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}
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{ //advance and loop check
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float next_pos = len_fade_from - fading_from_rem;
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pos_fade_from = next_pos; //looped
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}
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if (fade_blend >= 1.0) {
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fading_from = StringName();
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}
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@ -633,6 +659,8 @@ double AnimationNodeStateMachinePlayback::_process(AnimationNodeStateMachine *p_
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}
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current = next;
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pos_fade_from = pos_current;
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len_fade_from = len_current;
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if (reset_request) {
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len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, CMP_EPSILON, AnimationNode::FILTER_IGNORE, true); // Process next node's first key in here.
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@ -118,6 +118,9 @@ class AnimationNodeStateMachinePlayback : public Resource {
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StringName next;
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};
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double len_fade_from = 0.0;
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double pos_fade_from = 0.0;
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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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@ -164,6 +167,12 @@ public:
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float get_current_play_pos() const;
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float get_current_length() const;
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float get_fade_from_play_pos() const;
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float get_fade_from_length() const;
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float get_fading_time() const;
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float get_fading_pos() const;
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AnimationNodeStateMachinePlayback();
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};
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