godot/scene/animation/animation_node_state_machine.h
Silc Renew 991e6e90ba Rework StateMachine and nested StateMachine process
Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
2023-04-18 19:06:51 +09:00

346 lines
13 KiB
C++

/**************************************************************************/
/* animation_node_state_machine.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef ANIMATION_NODE_STATE_MACHINE_H
#define ANIMATION_NODE_STATE_MACHINE_H
#include "core/math/expression.h"
#include "scene/animation/animation_tree.h"
class AnimationNodeStateMachineTransition : public Resource {
GDCLASS(AnimationNodeStateMachineTransition, Resource);
public:
enum SwitchMode {
SWITCH_MODE_IMMEDIATE,
SWITCH_MODE_SYNC,
SWITCH_MODE_AT_END,
};
enum AdvanceMode {
ADVANCE_MODE_DISABLED,
ADVANCE_MODE_ENABLED,
ADVANCE_MODE_AUTO,
};
private:
SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE;
AdvanceMode advance_mode = ADVANCE_MODE_ENABLED;
StringName advance_condition;
StringName advance_condition_name;
float xfade_time = 0.0;
Ref<Curve> xfade_curve;
bool reset = true;
int priority = 1;
String advance_expression;
friend class AnimationNodeStateMachinePlayback;
Ref<Expression> expression;
protected:
static void _bind_methods();
public:
void set_switch_mode(SwitchMode p_mode);
SwitchMode get_switch_mode() const;
void set_advance_mode(AdvanceMode p_mode);
AdvanceMode get_advance_mode() const;
void set_advance_condition(const StringName &p_condition);
StringName get_advance_condition() const;
StringName get_advance_condition_name() const;
void set_advance_expression(const String &p_expression);
String get_advance_expression() const;
void set_xfade_time(float p_xfade);
float get_xfade_time() const;
void set_reset(bool p_reset);
bool is_reset() const;
void set_xfade_curve(const Ref<Curve> &p_curve);
Ref<Curve> get_xfade_curve() const;
void set_priority(int p_priority);
int get_priority() const;
AnimationNodeStateMachineTransition();
};
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode)
class AnimationNodeStateMachinePlayback;
class AnimationNodeStateMachine : public AnimationRootNode {
GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
public:
enum StateMachineType {
STATE_MACHINE_TYPE_ROOT,
STATE_MACHINE_TYPE_NESTED,
STATE_MACHINE_TYPE_GROUPED,
};
private:
friend class AnimationNodeStateMachinePlayback;
StateMachineType state_machine_type = STATE_MACHINE_TYPE_ROOT;
struct State {
Ref<AnimationRootNode> node;
Vector2 position;
};
HashMap<StringName, State> states;
bool allow_transition_to_self = false;
bool reset_ends = false;
struct Transition {
StringName from;
StringName to;
Ref<AnimationNodeStateMachineTransition> transition;
};
Vector<Transition> transitions;
StringName playback = "playback";
bool updating_transitions = false;
Vector2 graph_offset;
void _remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition);
void _rename_transitions(const StringName &p_name, const StringName &p_new_name);
bool _can_connect(const StringName &p_name);
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _validate_property(PropertyInfo &p_property) const;
bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
virtual void _tree_changed() override;
virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) override;
virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node) override;
virtual void reset_state() override;
public:
StringName start_node = "Start";
StringName end_node = "End";
virtual void get_parameter_list(List<PropertyInfo> *r_list) const override;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const override;
virtual bool is_parameter_read_only(const StringName &p_parameter) const override;
void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
void replace_node(const StringName &p_name, Ref<AnimationNode> p_node);
Ref<AnimationNode> get_node(const StringName &p_name) const;
void remove_node(const StringName &p_name);
void rename_node(const StringName &p_name, const StringName &p_new_name);
bool has_node(const StringName &p_name) const;
StringName get_node_name(const Ref<AnimationNode> &p_node) const;
void get_node_list(List<StringName> *r_nodes) const;
void set_node_position(const StringName &p_name, const Vector2 &p_position);
Vector2 get_node_position(const StringName &p_name) const;
virtual void get_child_nodes(List<ChildNode> *r_child_nodes) override;
bool has_transition(const StringName &p_from, const StringName &p_to) const;
bool has_transition_from(const StringName &p_from) const;
bool has_transition_to(const StringName &p_to) const;
int find_transition(const StringName &p_from, const StringName &p_to) const;
Vector<int> find_transition_from(const StringName &p_from) const;
Vector<int> find_transition_to(const StringName &p_to) const;
void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
StringName get_transition_from(int p_transition) const;
StringName get_transition_to(int p_transition) const;
int get_transition_count() const;
bool is_transition_across_group(int p_transition) const;
void remove_transition_by_index(const int p_transition);
void remove_transition(const StringName &p_from, const StringName &p_to);
void set_state_machine_type(StateMachineType p_state_machine_type);
StateMachineType get_state_machine_type() const;
void set_allow_transition_to_self(bool p_enable);
bool is_allow_transition_to_self() const;
void set_reset_ends(bool p_enable);
bool are_ends_reset() const;
bool can_edit_node(const StringName &p_name) const;
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;
virtual double _process(double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only = false) override;
virtual String get_caption() const override;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) const override;
AnimationNodeStateMachine();
};
VARIANT_ENUM_CAST(AnimationNodeStateMachine::StateMachineType);
class AnimationNodeStateMachinePlayback : public Resource {
GDCLASS(AnimationNodeStateMachinePlayback, Resource);
friend class AnimationNodeStateMachine;
struct AStarCost {
float distance = 0.0;
StringName prev;
};
struct TransitionInfo {
StringName from;
StringName to;
StringName next;
};
struct NextInfo {
StringName node;
double xfade;
Ref<Curve> curve;
AnimationNodeStateMachineTransition::SwitchMode switch_mode;
bool is_reset;
};
struct ChildStateMachineInfo {
Ref<AnimationNodeStateMachinePlayback> playback;
Vector<StringName> path;
bool is_reset = false;
};
Ref<AnimationNodeStateMachineTransition> default_transition;
String base_path;
double len_fade_from = 0.0;
double pos_fade_from = 0.0;
double len_current = 0.0;
double pos_current = 0.0;
StringName current;
Ref<Curve> current_curve;
Ref<AnimationNodeStateMachineTransition> group_start_transition;
Ref<AnimationNodeStateMachineTransition> group_end_transition;
StringName fading_from;
float fading_time = 0.0;
float fading_pos = 0.0;
Vector<StringName> path;
bool playing = false;
StringName start_request;
StringName travel_request;
bool reset_request = false;
bool reset_request_on_teleport = false;
bool _reset_request_for_fading_from = false;
bool next_request = false;
bool stop_request = false;
bool teleport_request = false;
bool is_grouped = false;
void _travel_main(const StringName &p_state, bool p_reset_on_teleport = true);
void _start_main(const StringName &p_state, bool p_reset = true);
void _next_main();
void _stop_main();
bool _make_travel_path(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, Vector<StringName> &r_path, bool p_test_only);
String _validate_path(AnimationNodeStateMachine *p_state_machine, const String &p_path);
bool _travel(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, bool p_test_only);
void _start(AnimationNodeStateMachine *p_state_machine);
void _clear_path_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only);
bool _travel_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_is_allow_transition_to_self, bool p_is_parent_same_state, bool p_test_only);
void _start_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_test_only);
double process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only);
double _process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only);
bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only);
NextInfo _find_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine) const;
Ref<AnimationNodeStateMachineTransition> _check_group_transition(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const AnimationNodeStateMachine::Transition &p_transition, Ref<AnimationNodeStateMachine> &r_state_machine, bool &r_bypass) const;
bool _can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only);
void _set_current(AnimationNodeStateMachine *p_state_machine, const StringName &p_state);
void _set_grouped(bool p_is_grouped);
void _set_base_path(const String &p_base_path);
Ref<AnimationNodeStateMachinePlayback> _get_parent_playback(AnimationTree *p_tree) const;
Ref<AnimationNodeStateMachine> _get_parent_state_machine(AnimationTree *p_tree) const;
Ref<AnimationNodeStateMachineTransition> _get_group_start_transition() const;
Ref<AnimationNodeStateMachineTransition> _get_group_end_transition() const;
protected:
static void _bind_methods();
public:
void travel(const StringName &p_state, bool p_reset_on_teleport = true);
void start(const StringName &p_state, bool p_reset = true);
void next();
void stop();
bool is_playing() const;
bool is_end() const;
StringName get_current_node() const;
StringName get_fading_from_node() const;
Vector<StringName> get_travel_path() const;
float get_current_play_pos() const;
float get_current_length() const;
float get_fade_from_play_pos() const;
float get_fade_from_length() const;
float get_fading_time() const;
float get_fading_pos() const;
void clear_path();
void push_path(const StringName &p_state);
AnimationNodeStateMachinePlayback();
};
#endif // ANIMATION_NODE_STATE_MACHINE_H