godot/scene/animation/animation_node_state_machine.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

220 lines
7.2 KiB
C++

/*************************************************************************/
/* animation_node_state_machine.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_NODE_STATE_MACHINE_H
#define ANIMATION_NODE_STATE_MACHINE_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,
};
private:
SwitchMode switch_mode;
bool auto_advance;
StringName advance_condition;
StringName advance_condition_name;
float xfade;
bool disabled;
int priority;
protected:
static void _bind_methods();
public:
void set_switch_mode(SwitchMode p_mode);
SwitchMode get_switch_mode() const;
void set_auto_advance(bool p_enable);
bool has_auto_advance() const;
void set_advance_condition(const StringName &p_condition);
StringName get_advance_condition() const;
StringName get_advance_condition_name() const;
void set_xfade_time(float p_xfade);
float get_xfade_time() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_priority(int p_priority);
int get_priority() const;
AnimationNodeStateMachineTransition();
};
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
class AnimationNodeStateMachine;
class AnimationNodeStateMachinePlayback : public Resource {
GDCLASS(AnimationNodeStateMachinePlayback, Resource);
friend class AnimationNodeStateMachine;
struct AStarCost {
float distance;
StringName prev;
};
float len_total;
float len_current;
float pos_current;
int loops_current;
StringName current;
StringName fading_from;
float fading_time;
float fading_pos;
Vector<StringName> path;
bool playing;
StringName start_request;
bool start_request_travel;
bool stop_request;
bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel);
float process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek);
protected:
static void _bind_methods();
public:
void travel(const StringName &p_state);
void start(const StringName &p_state);
void stop();
bool is_playing() const;
StringName get_current_node() const;
StringName get_blend_from_node() const;
Vector<StringName> get_travel_path() const;
float get_current_play_pos() const;
float get_current_length() const;
AnimationNodeStateMachinePlayback();
};
class AnimationNodeStateMachine : public AnimationRootNode {
GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
private:
friend class AnimationNodeStateMachinePlayback;
struct State {
Ref<AnimationRootNode> node;
Vector2 position;
};
Map<StringName, State> states;
struct Transition {
StringName from;
StringName to;
Ref<AnimationNodeStateMachineTransition> transition;
};
Vector<Transition> transitions;
StringName playback;
StringName start_node;
StringName end_node;
Vector2 graph_offset;
void _tree_changed();
protected:
void _notification(int p_what);
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:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const override;
virtual Variant get_parameter_default_value(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;
int find_transition(const StringName &p_from, 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;
void remove_transition_by_index(int p_transition);
void remove_transition(const StringName &p_from, const StringName &p_to);
void set_start_node(const StringName &p_node);
String get_start_node() const;
void set_end_node(const StringName &p_node);
String get_end_node() const;
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;
virtual float process(float p_time, bool p_seek) override;
virtual String get_caption() const override;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) override;
AnimationNodeStateMachine();
};
#endif // ANIMATION_NODE_STATE_MACHINE_H