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- /**************************************************************************/
- /* animation_node_state_machine.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #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.find("/") != -1 || cs.find(":") != -1);
- advance_condition = p_condition;
- if (cs != String()) {
- advance_condition_name = "conditions/" + cs;
- } else {
- advance_condition_name = StringName();
- }
- emit_signal("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,AtEnd"), "set_switch_mode", "get_switch_mode");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "advance_condition"), "set_advance_condition", "get_advance_condition");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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() {
- switch_mode = SWITCH_MODE_IMMEDIATE;
- auto_advance = false;
- xfade = 0;
- disabled = false;
- priority = 1;
- }
- ////////////////////////////////////////////////////////
- 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;
- Map<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].from == current) {
- open_list.push_back(i);
- float cost = p_state_machine->states[p_state_machine->transitions[i].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].to] = ap;
- if (p_state_machine->transitions[i].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()].to].distance;
- cost += p_state_machine->states[p_state_machine->transitions[E->get()].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()].from;
- StringName transition = p_state_machine->transitions[least_cost_transition->get()].to;
- for (int i = 0; i < p_state_machine->transitions.size(); i++) {
- if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) {
- continue; //not interested on those
- }
- float distance = p_state_machine->states[p_state_machine->transitions[i].from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].to].position);
- distance *= p_state_machine->transitions[i].transition->get_priority();
- distance += cost_map[p_state_machine->transitions[i].from].distance;
- if (cost_map.has(p_state_machine->transitions[i].to)) {
- //oh this was visited already, can we win the cost?
- if (distance < cost_map[p_state_machine->transitions[i].to].distance) {
- cost_map[p_state_machine->transitions[i].to].distance = distance;
- cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from;
- }
- } else {
- //add to open list
- AStarCost ac;
- ac.prev = p_state_machine->transitions[i].from;
- ac.distance = distance;
- cost_map[p_state_machine->transitions[i].to] = ac;
- open_list.push_back(i);
- if (p_state_machine->transitions[i].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.invert();
- return true;
- }
- float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek) {
- //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, 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, 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, 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;
- 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].from == current && p_state_machine->transitions[i].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++) {
- bool auto_advance = false;
- if (p_state_machine->transitions[i].transition->has_auto_advance()) {
- auto_advance = true;
- }
- StringName advance_condition_name = p_state_machine->transitions[i].transition->get_advance_condition_name();
- if (advance_condition_name != StringName() && bool(p_state_machine->get_parameter(advance_condition_name))) {
- auto_advance = true;
- }
- if (p_state_machine->transitions[i].from == current && auto_advance) {
- 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].to;
- 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, 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(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, 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, 0, AnimationNode::FILTER_IGNORE, false);
- } else {
- len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
- pos_current = 0;
- }
- rem = len_current; //so it does not show 0 on transition
- }
- }
- //compute time left for transitions by using the end node
- if (p_state_machine->end_node != StringName() && p_state_machine->end_node != current) {
- rem = p_state_machine->blend_node(p_state_machine->end_node, p_state_machine->states[p_state_machine->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
- }
- return rem;
- }
- 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 instanced scene
- playing = false;
- len_current = 0;
- fading_time = 0;
- stop_request = false;
- }
- ///////////////////////////////////////////////////////
- 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 (List<StringName>::Element *E = advance_conditions.front(); E; E = E->next()) {
- r_list->push_back(PropertyInfo(Variant::BOOL, E->get()));
- }
- }
- Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const {
- if (p_parameter == playback) {
- Ref<AnimationNodeStateMachinePlayback> p;
- p.instance();
- 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).find("/") != -1);
- State state;
- state.node = p_node;
- state.position = p_position;
- states[p_name] = state;
- emit_changed();
- emit_signal("tree_changed");
- p_node->connect("tree_changed", this, "_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).find("/") != -1);
- {
- Ref<AnimationNode> node = states[p_name].node;
- if (node.is_valid()) {
- node->disconnect("tree_changed", this, "_tree_changed");
- }
- }
- states[p_name].node = p_node;
- emit_changed();
- emit_signal("tree_changed");
- p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
- }
- 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 (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
- if (E->get().node == p_node) {
- return E->key();
- }
- }
- ERR_FAIL_V(StringName());
- }
- void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) {
- Vector<StringName> nodes;
- for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
- 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));
- {
- Ref<AnimationNode> node = states[p_name].node;
- ERR_FAIL_COND(node.is_null());
- node->disconnect("tree_changed", this, "_tree_changed");
- }
- states.erase(p_name);
- //path.erase(p_name);
- for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_name || transitions[i].to == p_name) {
- transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed");
- transitions.remove(i);
- i--;
- }
- }
- if (start_node == p_name) {
- start_node = StringName();
- }
- if (end_node == p_name) {
- end_node = StringName();
- }
- /*if (playing && current == p_name) {
- stop();
- }*/
- emit_changed();
- emit_signal("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));
- states[p_new_name] = states[p_name];
- states.erase(p_name);
- for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_name) {
- transitions.write[i].from = p_new_name;
- }
- if (transitions[i].to == p_name) {
- transitions.write[i].to = p_new_name;
- }
- }
- if (start_node == p_name) {
- start_node = p_new_name;
- }
- if (end_node == p_name) {
- end_node = p_new_name;
- }
- /*if (playing && current == p_name) {
- current = p_new_name;
- }*/
- //path.clear(); //clear path
- emit_signal("tree_changed");
- }
- void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
- List<StringName> nodes;
- for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
- nodes.push_back(E->key());
- }
- nodes.sort_custom<StringName::AlphCompare>();
- for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
- r_nodes->push_back(E->get());
- }
- }
- bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
- for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_from && transitions[i].to == p_to) {
- return true;
- }
- }
- return false;
- }
- int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
- for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_from && transitions[i].to == p_to) {
- return i;
- }
- }
- return -1;
- }
- void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {
- ERR_FAIL_COND(p_from == p_to);
- ERR_FAIL_COND(!states.has(p_from));
- ERR_FAIL_COND(!states.has(p_to));
- ERR_FAIL_COND(p_transition.is_null());
- for (int i = 0; i < transitions.size(); i++) {
- ERR_FAIL_COND(transitions[i].from == p_from && transitions[i].to == p_to);
- }
- Transition tr;
- tr.from = p_from;
- tr.to = p_to;
- tr.transition = p_transition;
- tr.transition->connect("advance_condition_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
- transitions.push_back(tr);
- }
- 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) {
- for (int i = 0; i < transitions.size(); i++) {
- if (transitions[i].from == p_from && transitions[i].to == p_to) {
- transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed");
- transitions.remove(i);
- return;
- }
- }
- /*if (playing) {
- path.clear();
- }*/
- }
- void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) {
- ERR_FAIL_INDEX(p_transition, transitions.size());
- transitions.write[p_transition].transition->disconnect("advance_condition_changed", this, "_tree_changed");
- transitions.remove(p_transition);
- /*if (playing) {
- path.clear();
- }*/
- }
- void AnimationNodeStateMachine::set_start_node(const StringName &p_node) {
- ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
- start_node = p_node;
- }
- String AnimationNodeStateMachine::get_start_node() const {
- return start_node;
- }
- void AnimationNodeStateMachine::set_end_node(const StringName &p_node) {
- ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
- end_node = p_node;
- }
- String AnimationNodeStateMachine::get_end_node() const {
- return end_node;
- }
- void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) {
- graph_offset = p_offset;
- }
- Vector2 AnimationNodeStateMachine::get_graph_offset() const {
- return graph_offset;
- }
- float AnimationNodeStateMachine::process(float p_time, bool p_seek) {
- Ref<AnimationNodeStateMachinePlayback> playback = get_parameter(this->playback);
- ERR_FAIL_COND_V(playback.is_null(), 0.0);
- return playback->process(this, p_time, p_seek);
- }
- String AnimationNodeStateMachine::get_caption() const {
- return "StateMachine";
- }
- void AnimationNodeStateMachine::_notification(int p_what) {
- }
- 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 == "start_node") {
- set_start_node(p_value);
- return true;
- } else if (name == "end_node") {
- set_end_node(p_value);
- 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)) {
- 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;
- trans.resize(transitions.size() * 3);
- for (int i = 0; i < transitions.size(); i++) {
- trans[i * 3 + 0] = transitions[i].from;
- trans[i * 3 + 1] = transitions[i].to;
- trans[i * 3 + 2] = transitions[i].transition;
- }
- r_ret = trans;
- return true;
- } else if (name == "start_node") {
- r_ret = get_start_node();
- return true;
- } else if (name == "end_node") {
- r_ret = get_end_node();
- 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 (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
- names.push_back(E->key());
- }
- names.sort_custom<StringName::AlphCompare>();
- for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
- String name = E->get();
- p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- }
- p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::STRING, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::STRING, "end_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- }
- 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("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_start_node", "name"), &AnimationNodeStateMachine::set_start_node);
- ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node);
- ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
- ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
- 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);
- ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);
- }
- AnimationNodeStateMachine::AnimationNodeStateMachine() {
- playback = "playback";
- }
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