godot/scene/animation/animation_node_state_machin...

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43 KiB
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/*************************************************************************/
/* animation_node_state_machine.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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.contains("/") || cs.contains(":"));
advance_condition = p_condition;
if (!cs.is_empty()) {
advance_condition_name = "conditions/" + cs;
} else {
advance_condition_name = StringName();
}
emit_signal(SNAME("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,At End"), "set_switch_mode", "get_switch_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "advance_condition"), "set_advance_condition", "get_advance_condition");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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() {
}
////////////////////////////////////////////////////////
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<StringName> 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
}
Vector2 current_pos = p_state_machine->states[current].position;
Vector2 target_pos = p_state_machine->states[p_travel].position;
HashMap<StringName, AStarCost> cost_map;
List<int> open_list;
//build open list
for (int i = 0; i < p_state_machine->transitions.size(); i++) {
if (p_state_machine->transitions[i].transition->is_disabled()) {
continue;
}
if (p_state_machine->transitions[i].local_from == current) {
open_list.push_back(i);
float cost = p_state_machine->states[p_state_machine->transitions[i].local_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].local_to] = ap;
if (p_state_machine->transitions[i].local_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<int>::Element *least_cost_transition = nullptr;
float least_cost = 1e20;
for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
float cost = cost_map[p_state_machine->transitions[E->get()].local_to].distance;
cost += p_state_machine->states[p_state_machine->transitions[E->get()].local_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()].local_from;
StringName transition = p_state_machine->transitions[least_cost_transition->get()].local_to;
for (int i = 0; i < p_state_machine->transitions.size(); i++) {
if (p_state_machine->transitions[i].transition->is_disabled()) {
continue;
}
if (p_state_machine->transitions[i].local_from != transition || p_state_machine->transitions[i].local_to == transition_prev) {
continue; //not interested on those
}
float distance = p_state_machine->states[p_state_machine->transitions[i].local_from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].local_to].position);
distance *= p_state_machine->transitions[i].transition->get_priority();
distance += cost_map[p_state_machine->transitions[i].local_from].distance;
if (cost_map.has(p_state_machine->transitions[i].local_to)) {
//oh this was visited already, can we win the cost?
if (distance < cost_map[p_state_machine->transitions[i].local_to].distance) {
cost_map[p_state_machine->transitions[i].local_to].distance = distance;
cost_map[p_state_machine->transitions[i].local_to].prev = p_state_machine->transitions[i].local_from;
}
} else {
//add to open list
AStarCost ac;
ac.prev = p_state_machine->transitions[i].local_from;
ac.distance = distance;
cost_map[p_state_machine->transitions[i].local_to] = ac;
open_list.push_back(i);
if (p_state_machine->transitions[i].local_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.reverse();
return true;
}
double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_seek_root) {
//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) {
if (!stop_request && p_state_machine->start_node) {
// can restart, just postpone traveling
path.clear();
current = p_state_machine->start_node;
playing = true;
play_start = true;
} else {
// stopped, invalid state
String node_name = start_request;
start_request = StringName(); //clear start request
ERR_FAIL_V_MSG(0, "Can't travel to '" + node_name + "' if state machine is not playing. Maybe you need to enable Autoplay on Load for one of the nodes in your state machine or call .start() first?");
}
} else {
if (!_travel(p_state_machine, start_request)) {
// can't travel, then teleport
path.clear();
current = start_request;
}
start_request = StringName(); //clear start request
}
} else {
// teleport to start
if (p_state_machine->states.has(start_request)) {
path.clear();
current = start_request;
playing = true;
play_start = true;
start_request = StringName(); //clear start request
} else {
StringName node = start_request;
start_request = StringName(); //clear start request
ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
}
}
}
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, p_seek_root, 1.0, AnimationNode::FILTER_IGNORE, false);
pos_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, p_seek_root, 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, p_seek_root, 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;
end_loop = next_pos < pos_current;
pos_current = next_pos; //looped
}
//find next
StringName next;
float next_xfade = 0.0;
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].transition->is_disabled()) {
continue;
}
if (p_state_machine->transitions[i].local_from == current && p_state_machine->transitions[i].local_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++) {
if (p_state_machine->transitions[i].transition->is_disabled()) {
continue;
}
// handles end_node: when end_node is reached in a sub state machine, find and activate the current_transition
if (force_auto_advance) {
if (p_state_machine->transitions[i].from == current_transition.from && p_state_machine->transitions[i].to == current_transition.to) {
auto_advance_to = i;
force_auto_advance = false;
break;
}
}
// handles start_node: if previous state machine is pointing to a node inside the current state machine, starts the current machine from start_node to prev_local_to
if (p_state_machine->start_node == current && p_state_machine->transitions[i].local_from == current) {
if (p_state_machine->prev_state_machine.is_valid()) {
Ref<AnimationNodeStateMachinePlayback> prev_playback = p_state_machine->prev_state_machine->get_parameter("playback");
if (prev_playback.is_valid()) {
StringName prev_local_to = String(prev_playback->current_transition.next).replace_first(String(p_state_machine->state_machine_name) + "/", "");
if (p_state_machine->transitions[i].to == prev_local_to) {
auto_advance_to = i;
prev_playback->current_transition.next = StringName();
break;
}
}
}
}
if (p_state_machine->transitions[i].from == current && _check_advance_condition(p_state_machine, p_state_machine->transitions[i].transition)) {
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].local_to;
Transition tr;
tr.from = String(p_state_machine->state_machine_name) + "/" + String(p_state_machine->transitions[auto_advance_to].from);
tr.to = String(p_state_machine->transitions[auto_advance_to].to).replace_first("../", "");
tr.next = p_state_machine->transitions[auto_advance_to].to;
current_transition = tr;
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 == p_state_machine->end_node) {
Ref<AnimationNodeStateMachine> prev_state_machine = p_state_machine->prev_state_machine;
if (prev_state_machine.is_valid()) {
Ref<AnimationNodeStateMachinePlayback> prev_playback = prev_state_machine->get_parameter("playback");
if (prev_playback.is_valid()) {
if (next_xfade) {
prev_playback->current_transition = current_transition;
prev_playback->force_auto_advance = true;
return rem;
}
float priority_best = 1e20;
int auto_advance_to = -1;
for (int i = 0; i < prev_state_machine->transitions.size(); i++) {
if (prev_state_machine->transitions[i].transition->is_disabled()) {
continue;
}
if (current_transition.next == prev_state_machine->end_node && _check_advance_condition(prev_state_machine, prev_state_machine->transitions[i].transition)) {
if (prev_state_machine->transitions[i].transition->get_priority() <= priority_best) {
priority_best = prev_state_machine->transitions[i].transition->get_priority();
auto_advance_to = i;
}
}
}
if (auto_advance_to != -1) {
if (prev_state_machine->transitions[auto_advance_to].transition->get_xfade_time()) {
return rem;
}
}
}
}
}
//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) || end_loop;
if (end_loop) {
next_xfade = 0;
}
} else {
goto_next = fading_from == StringName();
}
if (goto_next) { //end_loop 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_at(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, p_seek_root, 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, p_seek_root, 0, AnimationNode::FILTER_IGNORE, false);
} else {
len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_seek_root, 0, AnimationNode::FILTER_IGNORE, false);
pos_current = 0;
}
rem = len_current; //so it does not show 0 on transition
}
}
// time left must always be 1 because the end node don't length to compute
if (p_state_machine->end_node != current) {
rem = 1;
} else {
Ref<AnimationNodeStateMachinePlayback> prev_playback = p_state_machine->prev_state_machine->get_parameter("playback");
if (prev_playback.is_valid()) {
prev_playback->current_transition = current_transition;
prev_playback->force_auto_advance = true;
}
}
return rem;
}
bool AnimationNodeStateMachinePlayback::_check_advance_condition(const Ref<AnimationNodeStateMachine> state_machine, const Ref<AnimationNodeStateMachineTransition> transition) const {
if (transition->has_auto_advance()) {
return true;
}
StringName advance_condition_name = transition->get_advance_condition_name();
if (advance_condition_name != StringName() && bool(state_machine->get_parameter(advance_condition_name))) {
return true;
}
return false;
}
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_current_play_position"), &AnimationNodeStateMachinePlayback::get_current_play_pos);
ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length);
ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path);
}
AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() {
set_local_to_scene(true); //only one per instantiated scene
}
///////////////////////////////////////////////////////
void AnimationNodeStateMachine::get_parameter_list(List<PropertyInfo> *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<StringName> 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) == nullptr) {
advance_conditions.push_back(ac);
}
}
advance_conditions.sort_custom<StringName::AlphCompare>();
for (const StringName &E : advance_conditions) {
r_list->push_back(PropertyInfo(Variant::BOOL, E));
}
// for (const KeyValue<StringName, State> &E : states) {
// if (E->node == ansm) {
// for (int i = 0; i < E->node->transitions.size(); i++) {
// StringName ac = E->node->transitions[i].transition->get_advance_condition_name();
// if (ac != StringName() && advance_conditions.find(ac) == nullptr) {
// advance_conditions.push_back(ac);
// }
// }
// advance_conditions.sort_custom<StringName::AlphCompare>();
// for (const StringName &E : advance_conditions) {
// r_list->push_back(PropertyInfo(Variant::BOOL, E));
// }
// }
// }
}
Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const {
if (p_parameter == playback) {
Ref<AnimationNodeStateMachinePlayback> p;
p.instantiate();
return p;
} else {
return false; //advance condition
}
}
void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> 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).contains("/"));
State state;
state.node = p_node;
state.position = p_position;
states[p_name] = state;
Ref<AnimationNodeStateMachine> anodesm = p_node;
if (anodesm.is_valid()) {
anodesm->state_machine_name = p_name;
anodesm->prev_state_machine = (Ref<AnimationNodeStateMachine>)this;
}
emit_changed();
emit_signal(SNAME("tree_changed"));
p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), varray(), CONNECT_REFERENCE_COUNTED);
}
void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<AnimationNode> p_node) {
ERR_FAIL_COND(states.has(p_name) == false);
ERR_FAIL_COND(p_node.is_null());
ERR_FAIL_COND(String(p_name).contains("/"));
{
Ref<AnimationNode> node = states[p_name].node;
if (node.is_valid()) {
node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
}
}
states[p_name].node = p_node;
emit_changed();
emit_signal(SNAME("tree_changed"));
p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), varray(), CONNECT_REFERENCE_COUNTED);
}
bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const {
if (states.has(p_name)) {
return !(states[p_name].node->is_class("AnimationNodeStartState") || states[p_name].node->is_class("AnimationNodeEndState"));
}
return true;
}
Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {
ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
return states[p_name].node;
}
StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
for (const KeyValue<StringName, State> &E : states) {
if (E.value.node == p_node) {
return E.key;
}
}
ERR_FAIL_V(StringName());
}
void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) {
Vector<StringName> nodes;
for (const KeyValue<StringName, State> &E : states) {
nodes.push_back(E.key);
}
nodes.sort_custom<StringName::AlphCompare>();
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));
if (!can_edit_node(p_name)) {
return;
}
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].local_from == p_name || transitions[i].local_to == p_name) {
remove_transition_by_index(i);
i--;
}
}
{
Ref<AnimationNode> node = states[p_name].node;
ERR_FAIL_COND(node.is_null());
node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
}
states.erase(p_name);
emit_changed();
emit_signal(SNAME("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));
ERR_FAIL_COND(!can_edit_node(p_name));
states[p_new_name] = states[p_name];
states.erase(p_name);
Ref<AnimationNodeStateMachine> anodesm = states[p_new_name].node;
if (anodesm.is_valid()) {
anodesm->state_machine_name = p_new_name;
}
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].local_from == p_name) {
_rename_transition(transitions[i].from, String(transitions[i].from).replace_first(p_name, p_new_name));
}
if (transitions[i].local_to == p_name) {
_rename_transition(transitions[i].to, String(transitions[i].to).replace_first(p_name, p_new_name));
}
}
emit_signal("tree_changed");
}
void AnimationNodeStateMachine::_rename_transition(const StringName &p_name, const StringName &p_new_name) {
if (updating_transitions) {
return;
}
updating_transitions = true;
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == p_name) {
Vector<String> path = String(transitions[i].to).split("/");
if (path.size() > 1) {
if (path[0] == "..") {
prev_state_machine->_rename_transition(String(state_machine_name) + "/" + p_name, String(state_machine_name) + "/" + p_new_name);
} else {
((Ref<AnimationNodeStateMachine>)states[transitions[i].local_to].node)->_rename_transition("../" + p_name, "../" + p_new_name);
}
}
transitions.write[i].from = p_new_name;
}
if (transitions[i].to == p_name) {
Vector<String> path = String(transitions[i].from).split("/");
if (path.size() > 1) {
if (path[0] == "..") {
prev_state_machine->_rename_transition(String(state_machine_name) + "/" + p_name, String(state_machine_name) + "/" + p_new_name);
} else {
((Ref<AnimationNodeStateMachine>)states[transitions[i].local_from].node)->_rename_transition("../" + p_name, "../" + p_new_name);
}
}
transitions.write[i].to = p_new_name;
}
updating_transitions = false;
}
}
void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
List<StringName> nodes;
for (const KeyValue<StringName, State> &E : states) {
if (E.key == end_node && !prev_state_machine.is_valid()) {
continue;
}
nodes.push_back(E.key);
}
nodes.sort_custom<StringName::AlphCompare>();
for (const StringName &E : nodes) {
r_nodes->push_back(E);
}
}
Ref<AnimationNodeStateMachine> AnimationNodeStateMachine::get_prev_state_machine() const {
return prev_state_machine;
}
bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
StringName from = _get_shortest_path(p_from);
StringName to = _get_shortest_path(p_to);
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == from && transitions[i].to == to) {
return true;
}
}
return false;
}
int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
StringName from = _get_shortest_path(p_from);
StringName to = _get_shortest_path(p_to);
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == from && transitions[i].to == to) {
return i;
}
}
return -1;
}
bool AnimationNodeStateMachine::_can_connect(const StringName &p_name, Vector<Ref<AnimationNodeStateMachine>> p_parents) const {
if (p_parents.is_empty()) {
Ref<AnimationNodeStateMachine> prev = (Ref<AnimationNodeStateMachine>)this;
while (prev.is_valid()) {
p_parents.push_back(prev);
prev = prev->prev_state_machine;
}
}
if (states.has(p_name)) {
Ref<AnimationNodeStateMachine> anodesm = states[p_name].node;
if (anodesm.is_valid() && p_parents.find(anodesm) != -1) {
return false;
}
return true;
}
String name = p_name;
Vector<String> path = name.split("/");
if (path.size() < 2) {
return false;
}
if (path[0] == "..") {
if (prev_state_machine.is_valid()) {
return prev_state_machine->_can_connect(name.replace_first("../", ""), p_parents);
}
} else if (states.has(path[0])) {
Ref<AnimationNodeStateMachine> anodesm = states[path[0]].node;
if (anodesm.is_valid()) {
return anodesm->_can_connect(name.replace_first(path[0] + "/", ""), p_parents);
}
}
return false;
}
StringName AnimationNodeStateMachine::_get_shortest_path(const StringName &p_path) const {
// If p_path is something like StateMachine/../StateMachine2/State1,
// the result will be StateMachine2/State1. This avoid duplicate
// transitions when using add_transition. eg, this two calls is the same:
//
// add_transition("State1", "StateMachine/../State2", tr)
// add_transition("State1", "State2", tr)
//
// but the second call must be invalid because the transition already exists
Vector<String> path = String(p_path).split("/");
Vector<String> new_path;
for (int i = 0; i < path.size(); i++) {
if (i > 0 && path[i] == ".." && new_path[i - 1] != "..") {
new_path.remove_at(i - 1);
} else {
new_path.push_back(path[i]);
}
}
String result;
for (int i = 0; i < new_path.size(); i++) {
result += new_path[i] + "/";
}
result.remove_at(result.length() - 1);
return result;
}
void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {
if (updating_transitions) {
return;
}
StringName from = _get_shortest_path(p_from);
StringName to = _get_shortest_path(p_to);
Vector<String> path_from = String(from).split("/");
Vector<String> path_to = String(to).split("/");
ERR_FAIL_COND(from == end_node || to == start_node);
ERR_FAIL_COND(from == to);
ERR_FAIL_COND(!_can_connect(from));
ERR_FAIL_COND(!_can_connect(to));
ERR_FAIL_COND(p_transition.is_null());
for (int i = 0; i < transitions.size(); i++) {
ERR_FAIL_COND(transitions[i].from == from && transitions[i].to == to);
}
if (path_from.size() > 1 || path_to.size() > 1) {
ERR_FAIL_COND(path_from[0] == path_to[0]);
}
updating_transitions = true;
StringName local_from = String(from).get_slicec('/', 0);
StringName local_to = String(to).get_slicec('/', 0);
local_from = local_from == ".." ? "Start" : local_from;
local_to = local_to == ".." ? "End" : local_to;
Transition tr;
tr.from = from;
tr.to = to;
tr.local_from = local_from;
tr.local_to = local_to;
tr.transition = p_transition;
tr.transition->connect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), varray(), CONNECT_REFERENCE_COUNTED);
transitions.push_back(tr);
// do recursive
if (path_from.size() > 1) {
StringName local_path = String(from).replace_first(path_from[0] + "/", "");
if (path_from[0] == "..") {
prev_state_machine->add_transition(local_path, String(state_machine_name) + "/" + to, p_transition);
} else {
((Ref<AnimationNodeStateMachine>)states[path_from[0]].node)->add_transition(local_path, "../" + to, p_transition);
}
}
if (path_to.size() > 1) {
StringName local_path = String(to).replace_first(path_to[0] + "/", "");
if (path_to[0] == "..") {
prev_state_machine->add_transition(String(state_machine_name) + "/" + from, local_path, p_transition);
} else {
((Ref<AnimationNodeStateMachine>)states[path_to[0]].node)->add_transition("../" + from, local_path, p_transition);
}
}
updating_transitions = false;
}
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {
ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
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) {
StringName from = _get_shortest_path(p_from);
StringName to = _get_shortest_path(p_to);
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == from && transitions[i].to == to) {
remove_transition_by_index(i);
return;
}
}
}
void AnimationNodeStateMachine::remove_transition_by_index(const int p_transition) {
ERR_FAIL_INDEX(p_transition, transitions.size());
Transition tr = transitions[p_transition];
transitions.write[p_transition].transition->disconnect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
transitions.remove_at(p_transition);
Vector<String> path_from = String(tr.from).split("/");
Vector<String> path_to = String(tr.to).split("/");
List<Vector<String>> paths;
paths.push_back(path_from);
paths.push_back(path_to);
for (List<Vector<String>>::Element *E = paths.front(); E; E = E->next()) {
if (E->get()[0].size() > 1) {
if (E->get()[0] == "..") {
prev_state_machine->_remove_transition(tr.transition);
} else if (states.has(E->get()[0])) {
Ref<AnimationNodeStateMachine> anodesm = states[E->get()[0]].node;
if (anodesm.is_valid()) {
anodesm->_remove_transition(tr.transition);
}
}
}
}
}
void AnimationNodeStateMachine::_remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition) {
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].transition == p_transition) {
remove_transition_by_index(i);
return;
}
}
}
void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) {
graph_offset = p_offset;
}
Vector2 AnimationNodeStateMachine::get_graph_offset() const {
return graph_offset;
}
double AnimationNodeStateMachine::process(double p_time, bool p_seek, bool p_seek_root) {
Ref<AnimationNodeStateMachinePlayback> playback = get_parameter(this->playback);
ERR_FAIL_COND_V(playback.is_null(), 0.0);
return playback->process(this, p_time, p_seek, p_seek_root);
}
String AnimationNodeStateMachine::get_caption() const {
return "StateMachine";
}
bool AnimationNodeStateMachine::has_local_transition(const StringName &p_from, const StringName &p_to) const {
StringName from = _get_shortest_path(p_from);
StringName to = _get_shortest_path(p_to);
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].local_from == from && transitions[i].local_to == to) {
return true;
}
}
return false;
}
Ref<AnimationNode> 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<AnimationNode> 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 == "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) && can_edit_node(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;
for (int i = 0; i < transitions.size(); i++) {
String from = transitions[i].from;
String to = transitions[i].to;
if (from.get_slicec('/', 0) == ".." || to.get_slicec('/', 0) == "..") {
continue;
}
trans.push_back(from);
trans.push_back(to);
trans.push_back(transitions[i].transition);
}
r_ret = trans;
return true;
} else if (name == "graph_offset") {
r_ret = get_graph_offset();
return true;
}
return false;
}
void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const {
List<StringName> names;
for (const KeyValue<StringName, State> &E : states) {
names.push_back(E.key);
}
names.sort_custom<StringName::AlphCompare>();
for (const StringName &name : names) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NO_EDITOR));
p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
void AnimationNodeStateMachine::reset_state() {
states.clear();
transitions.clear();
playback = "playback";
start_node = "Start";
end_node = "End";
graph_offset = Vector2();
Ref<AnimationNodeStartState> s;
s.instantiate();
State start;
start.node = s;
start.position = Vector2(200, 100);
states[start_node] = start;
Ref<AnimationNodeEndState> e;
e.instantiate();
State end;
end.node = e;
end.position = Vector2(900, 100);
states[end_node] = end;
emit_changed();
emit_signal(SNAME("tree_changed"));
}
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(SNAME("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("replace_node", "name", "node"), &AnimationNodeStateMachine::replace_node);
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_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
}
AnimationNodeStateMachine::AnimationNodeStateMachine() {
Ref<AnimationNodeStartState> s;
s.instantiate();
State start;
start.node = s;
start.position = Vector2(200, 100);
states[start_node] = start;
Ref<AnimationNodeEndState> e;
e.instantiate();
State end;
end.node = e;
end.position = Vector2(900, 100);
states[end_node] = end;
}