#ifndef ANIMATION_BLEND_SPACE_1D_H #define ANIMATION_BLEND_SPACE_1D_H #include "scene/animation/animation_tree.h" class AnimationNodeBlendSpace1D : public AnimationRootNode { GDCLASS(AnimationNodeBlendSpace1D, AnimationRootNode) enum { MAX_BLEND_POINTS = 64 }; struct BlendPoint { Ref 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 &p_node); protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: void add_blend_point(const Ref &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 &p_node); float get_blend_point_position(int p_point) const; Ref 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