0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
408 lines
11 KiB
C++
408 lines
11 KiB
C++
/*************************************************************************/
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/* animation_blend_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_BLEND_TREE_H
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#define ANIMATION_BLEND_TREE_H
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#include "scene/animation/animation_tree.h"
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class AnimationNodeAnimation : public AnimationRootNode {
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GDCLASS(AnimationNodeAnimation, AnimationRootNode);
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StringName animation;
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StringName time;
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uint64_t last_version;
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bool skip;
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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public:
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void get_parameter_list(List<PropertyInfo> *r_list) const;
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static Vector<String> (*get_editable_animation_list)();
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void set_animation(const StringName &p_name);
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StringName get_animation() const;
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AnimationNodeAnimation();
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};
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class AnimationNodeOneShot : public AnimationNode {
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GDCLASS(AnimationNodeOneShot, AnimationNode);
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public:
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enum MixMode {
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MIX_MODE_BLEND,
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MIX_MODE_ADD
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};
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private:
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float fade_in;
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float fade_out;
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bool autorestart;
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float autorestart_delay;
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float autorestart_random_delay;
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MixMode mix;
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bool sync;
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/* bool active;
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bool do_start;
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float time;
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float remaining;*/
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StringName active;
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StringName prev_active;
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StringName time;
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StringName remaining;
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StringName time_to_restart;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_fadein_time(float p_time);
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void set_fadeout_time(float p_time);
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float get_fadein_time() const;
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float get_fadeout_time() const;
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void set_autorestart(bool p_active);
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void set_autorestart_delay(float p_time);
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void set_autorestart_random_delay(float p_time);
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bool has_autorestart() const;
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float get_autorestart_delay() const;
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float get_autorestart_random_delay() const;
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void set_mix_mode(MixMode p_mix);
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MixMode get_mix_mode() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeOneShot();
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};
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VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode)
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class AnimationNodeAdd2 : public AnimationNode {
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GDCLASS(AnimationNodeAdd2, AnimationNode);
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StringName add_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeAdd2();
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};
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class AnimationNodeAdd3 : public AnimationNode {
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GDCLASS(AnimationNodeAdd3, AnimationNode);
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StringName add_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeAdd3();
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};
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class AnimationNodeBlend2 : public AnimationNode {
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GDCLASS(AnimationNodeBlend2, AnimationNode);
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StringName blend_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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virtual bool has_filter() const;
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AnimationNodeBlend2();
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};
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class AnimationNodeBlend3 : public AnimationNode {
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GDCLASS(AnimationNodeBlend3, AnimationNode);
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StringName blend_amount;
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bool sync;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_use_sync(bool p_sync);
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bool is_using_sync() const;
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float process(float p_time, bool p_seek);
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AnimationNodeBlend3();
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};
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class AnimationNodeTimeScale : public AnimationNode {
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GDCLASS(AnimationNodeTimeScale, AnimationNode);
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StringName scale;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTimeScale();
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};
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class AnimationNodeTimeSeek : public AnimationNode {
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GDCLASS(AnimationNodeTimeSeek, AnimationNode);
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StringName seek_pos;
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protected:
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static void _bind_methods();
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTimeSeek();
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};
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class AnimationNodeTransition : public AnimationNode {
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GDCLASS(AnimationNodeTransition, AnimationNode);
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enum {
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MAX_INPUTS = 32
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};
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struct InputData {
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String name;
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bool auto_advance;
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InputData() { auto_advance = false; }
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};
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InputData inputs[MAX_INPUTS];
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int enabled_inputs;
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/*
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float prev_xfading;
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int prev;
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float time;
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int current;
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int prev_current; */
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StringName prev_xfading;
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StringName prev;
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StringName time;
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StringName current;
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StringName prev_current;
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float xfade;
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void _update_inputs();
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
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virtual String get_caption() const;
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void set_enabled_inputs(int p_inputs);
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int get_enabled_inputs();
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void set_input_as_auto_advance(int p_input, bool p_enable);
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bool is_input_set_as_auto_advance(int p_input) const;
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void set_input_caption(int p_input, const String &p_name);
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String get_input_caption(int p_input) const;
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void set_cross_fade_time(float p_fade);
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float get_cross_fade_time() const;
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float process(float p_time, bool p_seek);
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AnimationNodeTransition();
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};
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class AnimationNodeOutput : public AnimationNode {
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GDCLASS(AnimationNodeOutput, AnimationNode);
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public:
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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AnimationNodeOutput();
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};
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/////
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class AnimationNodeBlendTree : public AnimationRootNode {
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GDCLASS(AnimationNodeBlendTree, AnimationRootNode);
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struct Node {
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Ref<AnimationNode> node;
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Vector2 position;
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Vector<StringName> connections;
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};
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Map<StringName, Node> nodes;
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Vector2 graph_offset;
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void _tree_changed();
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void _node_changed(const StringName &p_node);
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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enum ConnectionError {
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CONNECTION_OK,
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CONNECTION_ERROR_NO_INPUT,
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CONNECTION_ERROR_NO_INPUT_INDEX,
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CONNECTION_ERROR_NO_OUTPUT,
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CONNECTION_ERROR_SAME_NODE,
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CONNECTION_ERROR_CONNECTION_EXISTS,
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//no need to check for cycles due to tree topology
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};
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void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
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Ref<AnimationNode> get_node(const StringName &p_name) const;
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void remove_node(const StringName &p_name);
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void rename_node(const StringName &p_name, const StringName &p_new_name);
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bool has_node(const StringName &p_name) const;
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StringName get_node_name(const Ref<AnimationNode> &p_node) const;
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Vector<StringName> get_node_connection_array(const StringName &p_name) const;
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void set_node_position(const StringName &p_node, const Vector2 &p_position);
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Vector2 get_node_position(const StringName &p_node) const;
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virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
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void connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node);
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void disconnect_node(const StringName &p_node, int p_input_index);
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struct NodeConnection {
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StringName input_node;
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int input_index;
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StringName output_node;
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};
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ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const;
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void get_node_connections(List<NodeConnection> *r_connections) const;
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virtual String get_caption() const;
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virtual float process(float p_time, bool p_seek);
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void get_node_list(List<StringName> *r_list);
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void set_graph_offset(const Vector2 &p_graph_offset);
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Vector2 get_graph_offset() const;
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
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AnimationNodeBlendTree();
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~AnimationNodeBlendTree();
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};
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VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError)
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#endif // ANIMATION_BLEND_TREE_H
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