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- /**************************************************************************/
- /* animation_node_state_machine.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #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 = 0.0;
- float pos_current = 0.0;
- bool end_loop = false;
- 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;
- virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
- 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);
- 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);
- virtual String get_caption() const;
- virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
- AnimationNodeStateMachine();
- };
- #endif // ANIMATION_NODE_STATE_MACHINE_H
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