godot/scene/animation/animation_blend_tree.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

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/*************************************************************************/
/* animation_blend_tree.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef ANIMATION_BLEND_TREE_H
#define ANIMATION_BLEND_TREE_H
#include "scene/animation/animation_tree.h"
class AnimationNodeAnimation : public AnimationRootNode {
GDCLASS(AnimationNodeAnimation, AnimationRootNode);
StringName animation;
StringName time;
uint64_t last_version;
bool skip;
protected:
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
public:
void get_parameter_list(List<PropertyInfo> *r_list) const;
static Vector<String> (*get_editable_animation_list)();
virtual String get_caption() const;
virtual float process(float p_time, bool p_seek);
void set_animation(const StringName &p_name);
StringName get_animation() const;
AnimationNodeAnimation();
};
class AnimationNodeOneShot : public AnimationNode {
GDCLASS(AnimationNodeOneShot, AnimationNode);
public:
enum MixMode {
MIX_MODE_BLEND,
MIX_MODE_ADD
};
private:
float fade_in;
float fade_out;
bool autorestart;
float autorestart_delay;
float autorestart_random_delay;
MixMode mix;
bool sync;
/* bool active;
bool do_start;
float time;
float remaining;*/
StringName active;
StringName prev_active;
StringName time;
StringName remaining;
protected:
static void _bind_methods();
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
void set_fadein_time(float p_time);
void set_fadeout_time(float p_time);
float get_fadein_time() const;
float get_fadeout_time() const;
void set_autorestart(bool p_active);
void set_autorestart_delay(float p_time);
void set_autorestart_random_delay(float p_time);
bool has_autorestart() const;
float get_autorestart_delay() const;
float get_autorestart_random_delay() const;
void set_mix_mode(MixMode p_mix);
MixMode get_mix_mode() const;
void set_use_sync(bool p_sync);
bool is_using_sync() const;
virtual bool has_filter() const;
virtual float process(float p_time, bool p_seek);
AnimationNodeOneShot();
};
VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode)
class AnimationNodeAdd2 : public AnimationNode {
GDCLASS(AnimationNodeAdd2, AnimationNode);
StringName add_amount;
bool sync;
protected:
static void _bind_methods();
public:
void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
void set_use_sync(bool p_sync);
bool is_using_sync() const;
virtual bool has_filter() const;
virtual float process(float p_time, bool p_seek);
AnimationNodeAdd2();
};
class AnimationNodeAdd3 : public AnimationNode {
GDCLASS(AnimationNodeAdd3, AnimationNode);
StringName add_amount;
bool sync;
protected:
static void _bind_methods();
public:
void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
void set_use_sync(bool p_sync);
bool is_using_sync() const;
virtual bool has_filter() const;
virtual float process(float p_time, bool p_seek);
AnimationNodeAdd3();
};
class AnimationNodeBlend2 : public AnimationNode {
GDCLASS(AnimationNodeBlend2, AnimationNode);
StringName blend_amount;
bool sync;
protected:
static void _bind_methods();
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
virtual float process(float p_time, bool p_seek);
void set_use_sync(bool p_sync);
bool is_using_sync() const;
virtual bool has_filter() const;
AnimationNodeBlend2();
};
class AnimationNodeBlend3 : public AnimationNode {
GDCLASS(AnimationNodeBlend3, AnimationNode);
StringName blend_amount;
bool sync;
protected:
static void _bind_methods();
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
void set_use_sync(bool p_sync);
bool is_using_sync() const;
float process(float p_time, bool p_seek);
AnimationNodeBlend3();
};
class AnimationNodeTimeScale : public AnimationNode {
GDCLASS(AnimationNodeTimeScale, AnimationNode);
StringName scale;
protected:
static void _bind_methods();
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
float process(float p_time, bool p_seek);
AnimationNodeTimeScale();
};
class AnimationNodeTimeSeek : public AnimationNode {
GDCLASS(AnimationNodeTimeSeek, AnimationNode);
StringName seek_pos;
protected:
static void _bind_methods();
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
float process(float p_time, bool p_seek);
AnimationNodeTimeSeek();
};
class AnimationNodeTransition : public AnimationNode {
GDCLASS(AnimationNodeTransition, AnimationNode);
enum {
MAX_INPUTS = 32
};
struct InputData {
String name;
bool auto_advance;
InputData() { auto_advance = false; }
};
InputData inputs[MAX_INPUTS];
int enabled_inputs;
/*
float prev_xfading;
int prev;
float time;
int current;
int prev_current; */
StringName prev_xfading;
StringName prev;
StringName time;
StringName current;
StringName prev_current;
float xfade;
void _update_inputs();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual String get_caption() const;
void set_enabled_inputs(int p_inputs);
int get_enabled_inputs();
void set_input_as_auto_advance(int p_input, bool p_enable);
bool is_input_set_as_auto_advance(int p_input) const;
void set_input_caption(int p_input, const String &p_name);
String get_input_caption(int p_input) const;
void set_cross_fade_time(float p_fade);
float get_cross_fade_time() const;
float process(float p_time, bool p_seek);
AnimationNodeTransition();
};
class AnimationNodeOutput : public AnimationNode {
GDCLASS(AnimationNodeOutput, AnimationNode)
public:
virtual String get_caption() const;
virtual float process(float p_time, bool p_seek);
AnimationNodeOutput();
};
/////
class AnimationNodeBlendTree : public AnimationRootNode {
GDCLASS(AnimationNodeBlendTree, AnimationRootNode)
struct Node {
Ref<AnimationNode> node;
Vector2 position;
Vector<StringName> connections;
};
Map<StringName, Node> nodes;
Vector2 graph_offset;
void _tree_changed();
void _node_changed(const StringName &p_node);
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;
public:
enum ConnectionError {
CONNECTION_OK,
CONNECTION_ERROR_NO_INPUT,
CONNECTION_ERROR_NO_INPUT_INDEX,
CONNECTION_ERROR_NO_OUTPUT,
CONNECTION_ERROR_SAME_NODE,
CONNECTION_ERROR_CONNECTION_EXISTS,
//no need to check for cycles due to tree topology
};
void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
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;
Vector<StringName> get_node_connection_array(const StringName &p_name) const;
void set_node_position(const StringName &p_node, const Vector2 &p_position);
Vector2 get_node_position(const StringName &p_node) const;
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
void connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node);
void disconnect_node(const StringName &p_node, int p_input_index);
struct NodeConnection {
StringName input_node;
int input_index;
StringName output_node;
};
ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const;
void get_node_connections(List<NodeConnection> *r_connections) const;
virtual String get_caption() const;
virtual float process(float p_time, bool p_seek);
void get_node_list(List<StringName> *r_list);
void set_graph_offset(const Vector2 &p_graph_offset);
Vector2 get_graph_offset() const;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNodeBlendTree();
~AnimationNodeBlendTree();
};
VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError)
#endif // ANIMATION_BLEND_TREE_H