/*************************************************************************/ /* animation_node_state_machine.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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_node_state_machine.h" ///////////////////////////////////////////////// void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) { switch_mode = p_mode; } AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const { return switch_mode; } void AnimationNodeStateMachineTransition::set_auto_advance(bool p_enable) { auto_advance = p_enable; } bool AnimationNodeStateMachineTransition::has_auto_advance() const { return auto_advance; } void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) { String cs = p_condition; ERR_FAIL_COND(cs.find("/") != -1 || cs.find(":") != -1); advance_condition = p_condition; if (cs != String()) { advance_condition_name = "conditions/" + cs; } else { advance_condition_name = StringName(); } emit_signal("advance_condition_changed"); } StringName AnimationNodeStateMachineTransition::get_advance_condition() const { return advance_condition; } StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const { return advance_condition_name; } void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) { ERR_FAIL_COND(p_xfade < 0); xfade = p_xfade; emit_changed(); } float AnimationNodeStateMachineTransition::get_xfade_time() const { return xfade; } void AnimationNodeStateMachineTransition::set_disabled(bool p_disabled) { disabled = p_disabled; emit_changed(); } bool AnimationNodeStateMachineTransition::is_disabled() const { return disabled; } void AnimationNodeStateMachineTransition::set_priority(int p_priority) { priority = p_priority; emit_changed(); } int AnimationNodeStateMachineTransition::get_priority() const { return priority; } void AnimationNodeStateMachineTransition::_bind_methods() { ClassDB::bind_method(D_METHOD("set_switch_mode", "mode"), &AnimationNodeStateMachineTransition::set_switch_mode); ClassDB::bind_method(D_METHOD("get_switch_mode"), &AnimationNodeStateMachineTransition::get_switch_mode); ClassDB::bind_method(D_METHOD("set_auto_advance", "auto_advance"), &AnimationNodeStateMachineTransition::set_auto_advance); ClassDB::bind_method(D_METHOD("has_auto_advance"), &AnimationNodeStateMachineTransition::has_auto_advance); ClassDB::bind_method(D_METHOD("set_advance_condition", "name"), &AnimationNodeStateMachineTransition::set_advance_condition); ClassDB::bind_method(D_METHOD("get_advance_condition"), &AnimationNodeStateMachineTransition::get_advance_condition); ClassDB::bind_method(D_METHOD("set_xfade_time", "secs"), &AnimationNodeStateMachineTransition::set_xfade_time); ClassDB::bind_method(D_METHOD("get_xfade_time"), &AnimationNodeStateMachineTransition::get_xfade_time); ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &AnimationNodeStateMachineTransition::set_disabled); ClassDB::bind_method(D_METHOD("is_disabled"), &AnimationNodeStateMachineTransition::is_disabled); ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority); ClassDB::bind_method(D_METHOD("get_priority"), &AnimationNodeStateMachineTransition::get_priority); ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,AtEnd"), "set_switch_mode", "get_switch_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "advance_condition"), "set_advance_condition", "get_advance_condition"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01"), "set_xfade_time", "get_xfade_time"); ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE); BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC); BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END); ADD_SIGNAL(MethodInfo("advance_condition_changed")); } AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() { switch_mode = SWITCH_MODE_IMMEDIATE; auto_advance = false; xfade = 0; disabled = false; priority = 1; } //////////////////////////////////////////////////////// void AnimationNodeStateMachinePlayback::travel(const StringName &p_state) { start_request_travel = true; start_request = p_state; stop_request = false; } void AnimationNodeStateMachinePlayback::start(const StringName &p_state) { start_request_travel = false; start_request = p_state; stop_request = false; } void AnimationNodeStateMachinePlayback::stop() { stop_request = true; } bool AnimationNodeStateMachinePlayback::is_playing() const { return playing; } StringName AnimationNodeStateMachinePlayback::get_current_node() const { return current; } StringName AnimationNodeStateMachinePlayback::get_blend_from_node() const { return fading_from; } Vector AnimationNodeStateMachinePlayback::get_travel_path() const { return path; } float AnimationNodeStateMachinePlayback::get_current_play_pos() const { return pos_current; } float AnimationNodeStateMachinePlayback::get_current_length() const { return len_current; } bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) { ERR_FAIL_COND_V(!playing, false); ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false); ERR_FAIL_COND_V(!p_state_machine->states.has(current), false); path.clear(); //a new one will be needed if (current == p_travel) return true; //nothing to do loops_current = 0; // reset loops, so fade does not happen immediately Vector2 current_pos = p_state_machine->states[current].position; Vector2 target_pos = p_state_machine->states[p_travel].position; Map cost_map; List open_list; //build open list for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].from == current) { open_list.push_back(i); float cost = p_state_machine->states[p_state_machine->transitions[i].to].position.distance_to(current_pos); cost *= p_state_machine->transitions[i].transition->get_priority(); AStarCost ap; ap.prev = current; ap.distance = cost; cost_map[p_state_machine->transitions[i].to] = ap; if (p_state_machine->transitions[i].to == p_travel) { //prematurely found it! :D path.push_back(p_travel); return true; } } } //begin astar bool found_route = false; while (!found_route) { if (open_list.size() == 0) { return false; //no path found } //find the last cost transition List::Element *least_cost_transition = NULL; float least_cost = 1e20; for (List::Element *E = open_list.front(); E; E = E->next()) { float cost = cost_map[p_state_machine->transitions[E->get()].to].distance; cost += p_state_machine->states[p_state_machine->transitions[E->get()].to].position.distance_to(target_pos); if (cost < least_cost) { least_cost_transition = E; least_cost = cost; } } StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].from; StringName transition = p_state_machine->transitions[least_cost_transition->get()].to; for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) { continue; //not interested on those } float distance = p_state_machine->states[p_state_machine->transitions[i].from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].to].position); distance *= p_state_machine->transitions[i].transition->get_priority(); distance += cost_map[p_state_machine->transitions[i].from].distance; if (cost_map.has(p_state_machine->transitions[i].to)) { //oh this was visited already, can we win the cost? if (distance < cost_map[p_state_machine->transitions[i].to].distance) { cost_map[p_state_machine->transitions[i].to].distance = distance; cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from; } } else { //add to open list AStarCost ac; ac.prev = p_state_machine->transitions[i].from; ac.distance = distance; cost_map[p_state_machine->transitions[i].to] = ac; open_list.push_back(i); if (p_state_machine->transitions[i].to == p_travel) { found_route = true; break; } } } if (found_route) { break; } open_list.erase(least_cost_transition); } //make path StringName at = p_travel; while (at != current) { path.push_back(at); at = cost_map[at].prev; } path.invert(); return true; } float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek) { //if not playing and it can restart, then restart if (!playing && start_request == StringName()) { if (!stop_request && p_state_machine->start_node) { start(p_state_machine->start_node); } else { return 0; } } if (playing && stop_request) { stop_request = false; playing = false; return 0; } bool play_start = false; if (start_request != StringName()) { if (start_request_travel) { if (!playing) { String node_name = start_request; start_request = StringName(); ERR_EXPLAIN("Can't travel to '" + node_name + "' if state machine is not playing."); ERR_FAIL_V(0); } if (!_travel(p_state_machine, start_request)) { //can't travel, then teleport path.clear(); current = start_request; } } else { path.clear(); current = start_request; playing = true; play_start = true; } start_request = StringName(); //clear start request } bool do_start = (p_seek && p_time == 0) || play_start || current == StringName(); if (do_start) { if (p_state_machine->start_node != StringName() && p_seek && p_time == 0) { current = p_state_machine->start_node; } len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false); pos_current = 0; loops_current = 0; } if (!p_state_machine->states.has(current)) { playing = false; //current does not exist current = StringName(); return 0; } float fade_blend = 1.0; if (fading_from != StringName()) { if (!p_state_machine->states.has(fading_from)) { fading_from = StringName(); } else { if (!p_seek) { fading_pos += p_time; } fade_blend = MIN(1.0, fading_pos / fading_time); if (fade_blend >= 1.0) { fading_from = StringName(); } } } float rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, fade_blend, AnimationNode::FILTER_IGNORE, false); if (fading_from != StringName()) { p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false); } //guess playback position if (rem > len_current) { // weird but ok len_current = rem; } { //advance and loop check float next_pos = len_current - rem; if (next_pos < pos_current) { loops_current++; } pos_current = next_pos; //looped } //find next StringName next; float next_xfade = 0; AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE; if (path.size()) { for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].from == current && p_state_machine->transitions[i].to == path[0]) { next_xfade = p_state_machine->transitions[i].transition->get_xfade_time(); switch_mode = p_state_machine->transitions[i].transition->get_switch_mode(); next = path[0]; } } } else { float priority_best = 1e20; int auto_advance_to = -1; for (int i = 0; i < p_state_machine->transitions.size(); i++) { bool auto_advance = false; if (p_state_machine->transitions[i].transition->has_auto_advance()) { auto_advance = true; } StringName advance_condition_name = p_state_machine->transitions[i].transition->get_advance_condition_name(); if (advance_condition_name != StringName() && bool(p_state_machine->get_parameter(advance_condition_name))) { auto_advance = true; } if (p_state_machine->transitions[i].from == current && auto_advance) { if (p_state_machine->transitions[i].transition->get_priority() <= priority_best) { priority_best = p_state_machine->transitions[i].transition->get_priority(); auto_advance_to = i; } } } if (auto_advance_to != -1) { next = p_state_machine->transitions[auto_advance_to].to; next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time(); switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode(); } } //if next, see when to transition if (next != StringName()) { bool goto_next = false; if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) { goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0; if (loops_current > 0) { next_xfade = 0; } } else { goto_next = fading_from == StringName(); } if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped if (next_xfade) { //time to fade, baby fading_from = current; fading_time = next_xfade; fading_pos = 0; } else { fading_from = StringName(); fading_pos = 0; } if (path.size()) { //if it came from path, remove path path.remove(0); } current = next; if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) { len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false); pos_current = MIN(pos_current, len_current); p_state_machine->blend_node(current, p_state_machine->states[current].node, pos_current, true, 0, AnimationNode::FILTER_IGNORE, false); } else { len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false); pos_current = 0; } rem = len_current; //so it does not show 0 on transition loops_current = 0; } } //compute time left for transitions by using the end node if (p_state_machine->end_node != StringName() && p_state_machine->end_node != current) { rem = p_state_machine->blend_node(p_state_machine->end_node, p_state_machine->states[p_state_machine->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false); } return rem; } void AnimationNodeStateMachinePlayback::_bind_methods() { ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachinePlayback::travel); ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachinePlayback::start); ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachinePlayback::stop); ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachinePlayback::is_playing); ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachinePlayback::get_current_node); ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path); } AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() { set_local_to_scene(true); //only one per instanced scene playing = false; len_current = 0; fading_time = 0; stop_request = false; } /////////////////////////////////////////////////////// void AnimationNodeStateMachine::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); List advance_conditions; for (int i = 0; i < transitions.size(); i++) { StringName ac = transitions[i].transition->get_advance_condition_name(); if (ac != StringName() && advance_conditions.find(ac) == NULL) { advance_conditions.push_back(ac); } } advance_conditions.sort_custom(); for (List::Element *E = advance_conditions.front(); E; E = E->next()) { r_list->push_back(PropertyInfo(Variant::BOOL, E->get())); } } Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const { if (p_parameter == playback) { Ref p; p.instance(); return p; } else { return false; //advance condition } } void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref p_node, const Vector2 &p_position) { ERR_FAIL_COND(states.has(p_name)); ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(String(p_name).find("/") != -1); State state; state.node = p_node; state.position = p_position; states[p_name] = state; emit_changed(); emit_signal("tree_changed"); p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED); } Ref AnimationNodeStateMachine::get_node(const StringName &p_name) const { ERR_FAIL_COND_V(!states.has(p_name), Ref()); return states[p_name].node; } StringName AnimationNodeStateMachine::get_node_name(const Ref &p_node) const { for (Map::Element *E = states.front(); E; E = E->next()) { if (E->get().node == p_node) { return E->key(); } } ERR_FAIL_V(StringName()); } void AnimationNodeStateMachine::get_child_nodes(List *r_child_nodes) { Vector nodes; for (Map::Element *E = states.front(); E; E = E->next()) { nodes.push_back(E->key()); } nodes.sort_custom(); for (int i = 0; i < nodes.size(); i++) { ChildNode cn; cn.name = nodes[i]; cn.node = states[cn.name].node; r_child_nodes->push_back(cn); } } bool AnimationNodeStateMachine::has_node(const StringName &p_name) const { return states.has(p_name); } void AnimationNodeStateMachine::remove_node(const StringName &p_name) { ERR_FAIL_COND(!states.has(p_name)); { Ref node = states[p_name].node; ERR_FAIL_COND(node.is_null()); node->disconnect("tree_changed", this, "_tree_changed"); } states.erase(p_name); //path.erase(p_name); for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == p_name || transitions[i].to == p_name) { transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed"); transitions.remove(i); i--; } } if (start_node == p_name) { start_node = StringName(); } if (end_node == p_name) { end_node = StringName(); } /*if (playing && current == p_name) { stop(); }*/ emit_changed(); emit_signal("tree_changed"); } void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) { ERR_FAIL_COND(!states.has(p_name)); ERR_FAIL_COND(states.has(p_new_name)); states[p_new_name] = states[p_name]; states.erase(p_name); for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == p_name) { transitions.write[i].from = p_new_name; } if (transitions[i].to == p_name) { transitions.write[i].to = p_new_name; } } if (start_node == p_name) { start_node = p_new_name; } if (end_node == p_name) { end_node = p_new_name; } /*if (playing && current == p_name) { current = p_new_name; }*/ //path.clear(); //clear path emit_signal("tree_changed"); } void AnimationNodeStateMachine::get_node_list(List *r_nodes) const { List nodes; for (Map::Element *E = states.front(); E; E = E->next()) { nodes.push_back(E->key()); } nodes.sort_custom(); for (List::Element *E = nodes.front(); E; E = E->next()) { r_nodes->push_back(E->get()); } } bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const { for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == p_from && transitions[i].to == p_to) return true; } return false; } int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const { for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == p_from && transitions[i].to == p_to) return i; } return -1; } void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref &p_transition) { ERR_FAIL_COND(p_from == p_to); ERR_FAIL_COND(!states.has(p_from)); ERR_FAIL_COND(!states.has(p_to)); ERR_FAIL_COND(p_transition.is_null()); for (int i = 0; i < transitions.size(); i++) { ERR_FAIL_COND(transitions[i].from == p_from && transitions[i].to == p_to); } Transition tr; tr.from = p_from; tr.to = p_to; tr.transition = p_transition; tr.transition->connect("advance_condition_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED); transitions.push_back(tr); } Ref AnimationNodeStateMachine::get_transition(int p_transition) const { ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref()); return transitions[p_transition].transition; } StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const { ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName()); return transitions[p_transition].from; } StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const { ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName()); return transitions[p_transition].to; } int AnimationNodeStateMachine::get_transition_count() const { return transitions.size(); } void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) { for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == p_from && transitions[i].to == p_to) { transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed"); transitions.remove(i); return; } } /*if (playing) { path.clear(); }*/ } void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) { ERR_FAIL_INDEX(p_transition, transitions.size()); transitions.write[p_transition].transition->disconnect("advance_condition_changed", this, "_tree_changed"); transitions.remove(p_transition); /*if (playing) { path.clear(); }*/ } void AnimationNodeStateMachine::set_start_node(const StringName &p_node) { ERR_FAIL_COND(p_node != StringName() && !states.has(p_node)); start_node = p_node; } String AnimationNodeStateMachine::get_start_node() const { return start_node; } void AnimationNodeStateMachine::set_end_node(const StringName &p_node) { ERR_FAIL_COND(p_node != StringName() && !states.has(p_node)); end_node = p_node; } String AnimationNodeStateMachine::get_end_node() const { return end_node; } void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) { graph_offset = p_offset; } Vector2 AnimationNodeStateMachine::get_graph_offset() const { return graph_offset; } float AnimationNodeStateMachine::process(float p_time, bool p_seek) { Ref playback = get_parameter(this->playback); ERR_FAIL_COND_V(playback.is_null(), 0.0); return playback->process(this, p_time, p_seek); } String AnimationNodeStateMachine::get_caption() const { return "StateMachine"; } void AnimationNodeStateMachine::_notification(int p_what) { } Ref AnimationNodeStateMachine::get_child_by_name(const StringName &p_name) { return get_node(p_name); } bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name.begins_with("states/")) { String node_name = name.get_slicec('/', 1); String what = name.get_slicec('/', 2); if (what == "node") { Ref anode = p_value; if (anode.is_valid()) { add_node(node_name, p_value); } return true; } if (what == "position") { if (states.has(node_name)) { states[node_name].position = p_value; } return true; } } else if (name == "transitions") { Array trans = p_value; ERR_FAIL_COND_V(trans.size() % 3 != 0, false); for (int i = 0; i < trans.size(); i += 3) { add_transition(trans[i], trans[i + 1], trans[i + 2]); } return true; } else if (name == "start_node") { set_start_node(p_value); return true; } else if (name == "end_node") { set_end_node(p_value); return true; } else if (name == "graph_offset") { set_graph_offset(p_value); return true; } return false; } bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name.begins_with("states/")) { String node_name = name.get_slicec('/', 1); String what = name.get_slicec('/', 2); if (what == "node") { if (states.has(node_name)) { r_ret = states[node_name].node; return true; } } if (what == "position") { if (states.has(node_name)) { r_ret = states[node_name].position; return true; } } } else if (name == "transitions") { Array trans; trans.resize(transitions.size() * 3); for (int i = 0; i < transitions.size(); i++) { trans[i * 3 + 0] = transitions[i].from; trans[i * 3 + 1] = transitions[i].to; trans[i * 3 + 2] = transitions[i].transition; } r_ret = trans; return true; } else if (name == "start_node") { r_ret = get_start_node(); return true; } else if (name == "end_node") { r_ret = get_end_node(); return true; } else if (name == "graph_offset") { r_ret = get_graph_offset(); return true; } return false; } void AnimationNodeStateMachine::_get_property_list(List *p_list) const { List names; for (Map::Element *E = states.front(); E; E = E->next()) { names.push_back(E->key()); } names.sort_custom(); for (List::Element *E = names.front(); E; E = E->next()) { String name = E->get(); p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::STRING, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::STRING, "end_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } void AnimationNodeStateMachine::set_node_position(const StringName &p_name, const Vector2 &p_position) { ERR_FAIL_COND(!states.has(p_name)); states[p_name].position = p_position; } Vector2 AnimationNodeStateMachine::get_node_position(const StringName &p_name) const { ERR_FAIL_COND_V(!states.has(p_name), Vector2()); return states[p_name].position; } void AnimationNodeStateMachine::_tree_changed() { emit_signal("tree_changed"); } void AnimationNodeStateMachine::_bind_methods() { ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeStateMachine::add_node, DEFVAL(Vector2())); ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeStateMachine::get_node); ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeStateMachine::remove_node); ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeStateMachine::rename_node); ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeStateMachine::has_node); ClassDB::bind_method(D_METHOD("get_node_name", "node"), &AnimationNodeStateMachine::get_node_name); ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeStateMachine::set_node_position); ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeStateMachine::get_node_position); ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::has_transition); ClassDB::bind_method(D_METHOD("add_transition", "from", "to", "transition"), &AnimationNodeStateMachine::add_transition); ClassDB::bind_method(D_METHOD("get_transition", "idx"), &AnimationNodeStateMachine::get_transition); ClassDB::bind_method(D_METHOD("get_transition_from", "idx"), &AnimationNodeStateMachine::get_transition_from); ClassDB::bind_method(D_METHOD("get_transition_to", "idx"), &AnimationNodeStateMachine::get_transition_to); ClassDB::bind_method(D_METHOD("get_transition_count"), &AnimationNodeStateMachine::get_transition_count); ClassDB::bind_method(D_METHOD("remove_transition_by_index", "idx"), &AnimationNodeStateMachine::remove_transition_by_index); ClassDB::bind_method(D_METHOD("remove_transition", "from", "to"), &AnimationNodeStateMachine::remove_transition); ClassDB::bind_method(D_METHOD("set_start_node", "name"), &AnimationNodeStateMachine::set_start_node); ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node); ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node); ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node); ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset); ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed); } AnimationNodeStateMachine::AnimationNodeStateMachine() { playback = "playback"; }