123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353 |
- /**************************************************************************/
- /* 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 "core/math/expression.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,
- };
- enum AdvanceMode {
- ADVANCE_MODE_DISABLED,
- ADVANCE_MODE_ENABLED,
- ADVANCE_MODE_AUTO,
- };
- private:
- SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE;
- AdvanceMode advance_mode = ADVANCE_MODE_ENABLED;
- StringName advance_condition;
- StringName advance_condition_name;
- float xfade_time = 0.0;
- Ref<Curve> xfade_curve;
- bool break_loop_at_end = false;
- bool reset = true;
- int priority = 1;
- String advance_expression;
- friend class AnimationNodeStateMachinePlayback;
- Ref<Expression> expression;
- protected:
- static void _bind_methods();
- public:
- void set_switch_mode(SwitchMode p_mode);
- SwitchMode get_switch_mode() const;
- void set_advance_mode(AdvanceMode p_mode);
- AdvanceMode get_advance_mode() const;
- void set_advance_condition(const StringName &p_condition);
- StringName get_advance_condition() const;
- StringName get_advance_condition_name() const;
- void set_advance_expression(const String &p_expression);
- String get_advance_expression() const;
- void set_xfade_time(float p_xfade);
- float get_xfade_time() const;
- void set_break_loop_at_end(bool p_enable);
- bool is_loop_broken_at_end() const;
- void set_reset(bool p_reset);
- bool is_reset() const;
- void set_xfade_curve(const Ref<Curve> &p_curve);
- Ref<Curve> get_xfade_curve() const;
- void set_priority(int p_priority);
- int get_priority() const;
- AnimationNodeStateMachineTransition();
- };
- VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
- VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode)
- class AnimationNodeStateMachinePlayback;
- class AnimationNodeStateMachine : public AnimationRootNode {
- GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
- public:
- static StringName START_NODE;
- static StringName END_NODE;
- enum StateMachineType {
- STATE_MACHINE_TYPE_ROOT,
- STATE_MACHINE_TYPE_NESTED,
- STATE_MACHINE_TYPE_GROUPED,
- };
- private:
- friend class AnimationNodeStateMachinePlayback;
- StateMachineType state_machine_type = STATE_MACHINE_TYPE_ROOT;
- struct State {
- Ref<AnimationRootNode> node;
- Vector2 position;
- };
- HashMap<StringName, State> states;
- bool allow_transition_to_self = false;
- bool reset_ends = false;
- struct Transition {
- StringName from;
- StringName to;
- Ref<AnimationNodeStateMachineTransition> transition;
- };
- Vector<Transition> transitions;
- StringName playback = "playback";
- bool updating_transitions = false;
- Vector2 graph_offset;
- void _remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition);
- void _rename_transitions(const StringName &p_name, const StringName &p_new_name);
- bool _can_connect(const StringName &p_name);
- protected:
- 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;
- void _validate_property(PropertyInfo &p_property) const;
- bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
- virtual void _tree_changed() override;
- virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) override;
- virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node) override;
- virtual void reset_state() override;
- public:
- virtual void get_parameter_list(List<PropertyInfo> *r_list) const override;
- virtual Variant get_parameter_default_value(const StringName &p_parameter) const override;
- virtual bool is_parameter_read_only(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;
- bool has_transition_from(const StringName &p_from) const;
- bool has_transition_to(const StringName &p_to) const;
- int find_transition(const StringName &p_from, const StringName &p_to) const;
- Vector<int> find_transition_from(const StringName &p_from) const;
- Vector<int> find_transition_to(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;
- bool is_transition_across_group(int p_transition) const;
- void remove_transition_by_index(const int p_transition);
- void remove_transition(const StringName &p_from, const StringName &p_to);
- void set_state_machine_type(StateMachineType p_state_machine_type);
- StateMachineType get_state_machine_type() const;
- void set_allow_transition_to_self(bool p_enable);
- bool is_allow_transition_to_self() const;
- void set_reset_ends(bool p_enable);
- bool are_ends_reset() const;
- bool can_edit_node(const StringName &p_name) const;
- void set_graph_offset(const Vector2 &p_offset);
- Vector2 get_graph_offset() const;
- virtual NodeTimeInfo _process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false) override;
- virtual String get_caption() const override;
- virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) const override;
- #ifdef TOOLS_ENABLED
- virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
- #endif
- AnimationNodeStateMachine();
- };
- VARIANT_ENUM_CAST(AnimationNodeStateMachine::StateMachineType);
- class AnimationNodeStateMachinePlayback : public Resource {
- GDCLASS(AnimationNodeStateMachinePlayback, Resource);
- friend class AnimationNodeStateMachine;
- struct AStarCost {
- float distance = 0.0;
- StringName prev;
- };
- struct TransitionInfo {
- StringName from;
- StringName to;
- StringName next;
- };
- struct NextInfo {
- StringName node;
- double xfade;
- Ref<Curve> curve;
- AnimationNodeStateMachineTransition::SwitchMode switch_mode;
- bool is_reset;
- bool break_loop_at_end;
- };
- struct ChildStateMachineInfo {
- Ref<AnimationNodeStateMachinePlayback> playback;
- Vector<StringName> path;
- bool is_reset = false;
- };
- Ref<AnimationNodeStateMachineTransition> default_transition;
- String base_path;
- AnimationNode::NodeTimeInfo current_nti;
- StringName current;
- Ref<Curve> current_curve;
- Ref<AnimationNodeStateMachineTransition> group_start_transition;
- Ref<AnimationNodeStateMachineTransition> group_end_transition;
- AnimationNode::NodeTimeInfo fadeing_from_nti;
- StringName fading_from;
- float fading_time = 0.0;
- float fading_pos = 0.0;
- Vector<StringName> path;
- bool playing = false;
- StringName start_request;
- StringName travel_request;
- bool reset_request = false;
- bool reset_request_on_teleport = false;
- bool _reset_request_for_fading_from = false;
- bool next_request = false;
- bool stop_request = false;
- bool teleport_request = false;
- bool is_grouped = false;
- void _travel_main(const StringName &p_state, bool p_reset_on_teleport = true);
- void _start_main(const StringName &p_state, bool p_reset = true);
- void _next_main();
- void _stop_main();
- bool _make_travel_path(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, Vector<StringName> &r_path, bool p_test_only);
- String _validate_path(AnimationNodeStateMachine *p_state_machine, const String &p_path);
- bool _travel(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, bool p_test_only);
- void _start(AnimationNodeStateMachine *p_state_machine);
- void _clear_path_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only);
- bool _travel_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_is_allow_transition_to_self, bool p_is_parent_same_state, bool p_test_only);
- void _start_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_test_only);
- AnimationNode::NodeTimeInfo process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
- AnimationNode::NodeTimeInfo _process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
- bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
- bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, double p_delta, bool p_test_only);
- NextInfo _find_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine) const;
- Ref<AnimationNodeStateMachineTransition> _check_group_transition(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const AnimationNodeStateMachine::Transition &p_transition, Ref<AnimationNodeStateMachine> &r_state_machine, bool &r_bypass) const;
- bool _can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only);
- void _set_current(AnimationNodeStateMachine *p_state_machine, const StringName &p_state);
- void _set_grouped(bool p_is_grouped);
- void _set_base_path(const String &p_base_path);
- Ref<AnimationNodeStateMachinePlayback> _get_parent_playback(AnimationTree *p_tree) const;
- Ref<AnimationNodeStateMachine> _get_parent_state_machine(AnimationTree *p_tree) const;
- Ref<AnimationNodeStateMachineTransition> _get_group_start_transition() const;
- Ref<AnimationNodeStateMachineTransition> _get_group_end_transition() const;
- TypedArray<StringName> _get_travel_path() const;
- protected:
- static void _bind_methods();
- public:
- void travel(const StringName &p_state, bool p_reset_on_teleport = true);
- void start(const StringName &p_state, bool p_reset = true);
- void next();
- void stop();
- bool is_playing() const;
- bool is_end() const;
- StringName get_current_node() const;
- StringName get_fading_from_node() const;
- Vector<StringName> get_travel_path() const;
- float get_current_play_pos() const;
- float get_current_length() const;
- float get_fade_from_play_pos() const;
- float get_fade_from_length() const;
- float get_fading_time() const;
- float get_fading_pos() const;
- void clear_path();
- void push_path(const StringName &p_state);
- AnimationNodeStateMachinePlayback();
- };
- #endif // ANIMATION_NODE_STATE_MACHINE_H
|