Improved bindings and added documentation for AnimationNode, closes #20720
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@ -29,8 +29,6 @@
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<member name="Geometry" type="Geometry" setter="" getter="">
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[Geometry] singleton
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</member>
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<member name="GodotSharp" type="GodotSharp" setter="" getter="">
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</member>
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<member name="IP" type="IP" setter="" getter="">
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[IP] singleton
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</member>
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@ -1,8 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationNode" inherits="Resource" category="Core" version="3.1">
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<brief_description>
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Base resource for [AnimationTree] nodes.
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</brief_description>
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<description>
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Base resource for [AnimationTree] nodes. In general it's not used directly but you can create custom ones with custom blending formulas.
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Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
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</description>
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<tutorials>
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</tutorials>
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@ -15,6 +18,7 @@
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Add an input to the node. This is only useful for nodes created for use in an [AnimationNodeBlendTree]
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</description>
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</method>
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<method name="blend_animation">
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@ -31,6 +35,7 @@
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<argument index="4" name="blend" type="float">
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</argument>
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<description>
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Blend an animation by "blend" amount (name must be valid in the linked [AnimationPlayer]). A time and delta mas be passed, as well as whether seek happened.
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</description>
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</method>
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<method name="blend_input">
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@ -49,6 +54,7 @@
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<argument index="5" name="optimize" type="bool" default="true">
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</argument>
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<description>
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Blend an input. This is only useful for nodes created for an AnimationBlendTree. Time is a delta, unless "seek" is true, in which case it is absolute. A filter mode may be optionally passed.
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</description>
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</method>
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<method name="blend_node">
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@ -69,18 +75,37 @@
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<argument index="6" name="optimize" type="bool" default="true">
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</argument>
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<description>
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Blend another animaiton node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
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</description>
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</method>
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<method name="get_caption" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Get the text caption for this node (used by some editors)
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</description>
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</method>
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<method name="get_child_by_name" qualifiers="virtual">
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<return type="Object">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Get the a child node by index (used by editors inheriting from [AnimationRootNode]).
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</description>
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</method>
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<method name="get_child_nodes" qualifiers="virtual">
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<return type="Dictionary">
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</return>
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<description>
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Get all children nodes, in order as a name:node dictionary. Only useful when inheriting [AnimationRootNode].
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</description>
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</method>
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<method name="get_input_count" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Amount of inputs in this node, only useful for nodes that go into [AnimationBlendTree].
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</description>
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</method>
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<method name="get_input_name">
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@ -89,6 +114,7 @@
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<argument index="0" name="input" type="int">
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</argument>
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<description>
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Get the name of an input by index.
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</description>
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</method>
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<method name="get_parameter" qualifiers="const">
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@ -97,12 +123,31 @@
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Get the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
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</description>
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</method>
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<method name="get_parameter_default_value" qualifiers="virtual">
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<return type="Variant">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Get the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
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</description>
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</method>
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<method name="get_parameter_list" qualifiers="virtual">
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<return type="Array">
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</return>
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<description>
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Get the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
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Format is similar to [Object.get_property_list]
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</description>
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</method>
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<method name="has_filter" qualifiers="virtual">
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<return type="String">
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</return>
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<description>
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Return true whether you want the blend tree editor to display filter editing on this node.
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</description>
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</method>
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<method name="is_path_filtered" qualifiers="const">
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@ -111,6 +156,7 @@
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<argument index="0" name="path" type="NodePath">
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</argument>
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<description>
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Return true wether a given path is filtered.
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</description>
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</method>
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<method name="process" qualifiers="virtual">
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@ -121,6 +167,10 @@
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<argument index="1" name="seek" type="bool">
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</argument>
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<description>
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Called when a custom node is processed. The argument "time" is relative, unless "seek" is true (in which case it is absolute).
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Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions.
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You can also use [method get_parameter] and [method set_parameter] to modify local memory.
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This function returns the time left for the current animation to finish (if unsure, just pass the value from the main blend being called).
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</description>
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</method>
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<method name="remove_input">
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@ -129,6 +179,7 @@
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<argument index="0" name="index" type="int">
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</argument>
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<description>
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Remove an input, call this only when inactive.
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</description>
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</method>
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<method name="set_filter_path">
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@ -139,6 +190,7 @@
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<argument index="1" name="enable" type="bool">
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</argument>
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<description>
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Add/Remove a path for the filter.
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</description>
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</method>
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<method name="set_parameter">
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@ -149,16 +201,19 @@
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<argument index="1" name="value" type="Variant">
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</argument>
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<description>
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Set a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
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</description>
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</method>
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</methods>
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<members>
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<member name="filter_enabled" type="bool" setter="set_filter_enabled" getter="is_filter_enabled">
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Return whether filtering is enabled.
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</member>
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</members>
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<signals>
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<signal name="removed_from_graph">
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<description>
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Called when the node was removed from the graph.
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</description>
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</signal>
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<signal name="tree_changed">
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@ -168,12 +223,16 @@
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</signals>
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<constants>
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<constant name="FILTER_IGNORE" value="0" enum="FilterAction">
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Do not use filtering.
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</constant>
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<constant name="FILTER_PASS" value="1" enum="FilterAction">
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Paths matching the filter will be allowed to pass.
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</constant>
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<constant name="FILTER_STOP" value="2" enum="FilterAction">
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Paths matching the filter will be discarded.
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</constant>
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<constant name="FILTER_BLEND" value="3" enum="FilterAction">
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Paths matching the filter will be blended (by the blend value).
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</constant>
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</constants>
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</class>
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@ -588,14 +588,6 @@
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<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="">
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This is used by servers when used in multi threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
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</member>
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<member name="mono/debugger_agent/port" type="int" setter="" getter="">
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</member>
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<member name="mono/debugger_agent/wait_for_debugger" type="bool" setter="" getter="">
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</member>
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<member name="mono/debugger_agent/wait_timeout" type="int" setter="" getter="">
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</member>
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<member name="mono/export/include_scripts_content" type="bool" setter="" getter="">
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</member>
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<member name="network/limits/debugger_stdout/max_chars_per_second" type="int" setter="" getter="">
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Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
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</member>
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@ -37,9 +37,20 @@
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#include "servers/audio/audio_stream.h"
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void AnimationNode::get_parameter_list(List<PropertyInfo> *r_list) const {
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if (get_script_instance()) {
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Array parameters = get_script_instance()->call("get_parameter_list");
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for (int i = 0; i < parameters.size(); i++) {
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Dictionary d = parameters[i];
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ERR_CONTINUE(d.empty());
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r_list->push_back(PropertyInfo::from_dict(d));
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}
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}
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}
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Variant AnimationNode::get_parameter_default_value(const StringName &p_parameter) const {
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if (get_script_instance()) {
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return get_script_instance()->call("get_parameter_default_value");
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}
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return Variant();
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}
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@ -62,6 +73,18 @@ Variant AnimationNode::get_parameter(const StringName &p_name) const {
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}
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void AnimationNode::get_child_nodes(List<ChildNode> *r_child_nodes) {
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if (get_script_instance()) {
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Dictionary cn = get_script_instance()->call("get_child_nodes");
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List<Variant> keys;
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cn.get_key_list(&keys);
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for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
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ChildNode child;
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child.name = E->get();
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child.node = cn[E->get()];
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r_child_nodes->push_back(child);
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}
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}
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}
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void AnimationNode::blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend) {
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@ -373,6 +396,9 @@ void AnimationNode::_validate_property(PropertyInfo &property) const {
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}
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Ref<AnimationNode> AnimationNode::get_child_by_name(const StringName &p_name) {
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if (get_script_instance()) {
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return get_script_instance()->call("get_child_by_nane");
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}
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return Ref<AnimationNode>();
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}
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@ -403,6 +429,14 @@ void AnimationNode::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter_enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_filter_enabled", "is_filter_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "filters", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_filters", "_get_filters");
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BIND_VMETHOD(MethodInfo(Variant::DICTIONARY, "get_child_nodes"));
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BIND_VMETHOD(MethodInfo(Variant::ARRAY, "get_parameter_list"));
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BIND_VMETHOD(MethodInfo(Variant::OBJECT, "get_child_by_name", PropertyInfo(Variant::STRING, "name")));
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{
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MethodInfo mi = MethodInfo(Variant::NIL, "get_parameter_default_value", PropertyInfo(Variant::STRING, "name"));
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mi.return_val.usage = PROPERTY_USAGE_NIL_IS_VARIANT;
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BIND_VMETHOD(mi);
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}
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BIND_VMETHOD(MethodInfo("process", PropertyInfo(Variant::REAL, "time"), PropertyInfo(Variant::BOOL, "seek")));
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BIND_VMETHOD(MethodInfo(Variant::STRING, "get_caption"));
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BIND_VMETHOD(MethodInfo(Variant::STRING, "has_filter"));
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