diff options
author | SaracenOne <SaracenOne@gmail.com> | 2022-04-20 11:36:54 +0100 |
---|---|---|
committer | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2022-06-28 09:26:13 -0700 |
commit | 75a8606b8335bb6e16b13909fa7f7ae09bed3882 (patch) | |
tree | 600cc82b3a37958b63abc2cc11dd17f3ae8c320f /scene/animation | |
parent | b863c40356b4b95192d1a1e2718db7d7aced4235 (diff) |
Add AnimationTree Advance Expressions
Allows specifying an expression as a condition for state machine transitions.
This gives much greater flexibility for creating complex state machines. By directly interfacing with the script code, it is possible to create complex animation advance condition for switching between states.
Ensure assigning AnimationTreeStateMachineTransition base expression node in editor is relative to current AnimationTree node.
Allow setting an expression base node on the AnimationTree itself.
Co-Authored-By: reduz <reduzio@gmail.com>
Diffstat (limited to 'scene/animation')
-rw-r--r-- | scene/animation/animation_node_state_machine.cpp | 66 | ||||
-rw-r--r-- | scene/animation/animation_node_state_machine.h | 12 | ||||
-rw-r--r-- | scene/animation/animation_tree.cpp | 18 | ||||
-rw-r--r-- | scene/animation/animation_tree.h | 5 |
4 files changed, 99 insertions, 2 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 8dcf538b8f..2ee7f4fa43 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -68,6 +68,34 @@ StringName AnimationNodeStateMachineTransition::get_advance_condition_name() con return advance_condition_name; } +void AnimationNodeStateMachineTransition::set_advance_expression(const String &p_expression) { + advance_expression = p_expression; + + String advance_expression_stripped = advance_expression.strip_edges(); + if (advance_expression_stripped == String()) { + expression.unref(); + return; + } + + if (expression.is_null()) { + expression.instantiate(); + } + + expression->parse(advance_expression_stripped); +} + +String AnimationNodeStateMachineTransition::get_advance_expression() const { + return advance_expression; +} + +void AnimationNodeStateMachineTransition::set_advance_expression_base_node(const NodePath &p_expression_base_node) { + advance_expression_base_node = p_expression_base_node; +} + +NodePath AnimationNodeStateMachineTransition::get_advance_expression_base_node() const { + return advance_expression_base_node; +} + void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) { ERR_FAIL_COND(p_xfade < 0); xfade = p_xfade; @@ -115,11 +143,22 @@ void AnimationNodeStateMachineTransition::_bind_methods() { ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority); ClassDB::bind_method(D_METHOD("get_priority"), &AnimationNodeStateMachineTransition::get_priority); + ClassDB::bind_method(D_METHOD("set_advance_expression", "text"), &AnimationNodeStateMachineTransition::set_advance_expression); + ClassDB::bind_method(D_METHOD("get_advance_expression"), &AnimationNodeStateMachineTransition::get_advance_expression); + + ClassDB::bind_method(D_METHOD("set_advance_expression_base_node", "path"), &AnimationNodeStateMachineTransition::set_advance_expression_base_node); + ClassDB::bind_method(D_METHOD("get_advance_expression_base_node"), &AnimationNodeStateMachineTransition::get_advance_expression_base_node); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01,suffix:s"), "set_xfade_time", "get_xfade_time"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority"); + ADD_GROUP("Switch", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,At End"), "set_switch_mode", "get_switch_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance"); + ADD_GROUP("Advance", "advance_"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "advance_condition"), "set_advance_condition", "get_advance_condition"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01,suffix:s"), "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::STRING, "advance_expression", PROPERTY_HINT_EXPRESSION, ""), "set_advance_expression", "get_advance_expression"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "advance_expression_base_node"), "set_advance_expression_base_node", "get_advance_expression_base_node"); + ADD_GROUP("Disabling", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE); @@ -577,6 +616,29 @@ bool AnimationNodeStateMachinePlayback::_check_advance_condition(const Ref<Anima return true; } + if (transition->expression.is_valid()) { + AnimationTree *tree_base = state_machine->get_animation_tree(); + ERR_FAIL_COND_V(tree_base == nullptr, false); + + NodePath advance_expression_base_node_path; + if (!transition->advance_expression_base_node.is_empty()) { + advance_expression_base_node_path = transition->advance_expression_base_node; + } else { + advance_expression_base_node_path = tree_base->get_advance_expression_base_node(); + } + + Node *expression_base = tree_base->get_node_or_null(advance_expression_base_node_path); + if (expression_base) { + Ref<Expression> exp = transition->expression; + bool ret = exp->execute(Array(), tree_base, false, Engine::get_singleton()->is_editor_hint()); // Avoids allowing the user to crash the system with an expression by only allowing const calls. + if (!exp->has_execute_failed()) { + if (ret) { + return true; + } + } + } + } + return false; } diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h index 20f2d6f858..d4e58ca3d3 100644 --- a/scene/animation/animation_node_state_machine.h +++ b/scene/animation/animation_node_state_machine.h @@ -31,6 +31,7 @@ #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 { @@ -51,6 +52,11 @@ private: float xfade = 0.0; bool disabled = false; int priority = 1; + String advance_expression; + NodePath advance_expression_base_node; + + friend class AnimationNodeStateMachinePlayback; + Ref<Expression> expression; protected: static void _bind_methods(); @@ -67,6 +73,12 @@ public: StringName get_advance_condition_name() const; + void set_advance_expression(const String &p_expression); + String get_advance_expression() const; + + void set_advance_expression_base_node(const NodePath &p_expression_base_node); + NodePath get_advance_expression_base_node() const; + void set_xfade_time(float p_xfade); float get_xfade_time() const; diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index bcd49d75fa..8c8822ac3f 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -136,6 +136,11 @@ double AnimationNode::_pre_process(const StringName &p_base_path, AnimationNode return t; } +AnimationTree *AnimationNode::get_animation_tree() const { + ERR_FAIL_COND_V(!state, nullptr); + return state->tree; +} + void AnimationNode::make_invalid(const String &p_reason) { ERR_FAIL_COND(!state); state->valid = false; @@ -1704,6 +1709,14 @@ NodePath AnimationTree::get_animation_player() const { return animation_player; } +void AnimationTree::set_advance_expression_base_node(const NodePath &p_advance_expression_base_node) { + advance_expression_base_node = p_advance_expression_base_node; +} + +NodePath AnimationTree::get_advance_expression_base_node() const { + return advance_expression_base_node; +} + bool AnimationTree::is_state_invalid() const { return !state.valid; } @@ -1899,6 +1912,9 @@ void AnimationTree::_bind_methods() { ClassDB::bind_method(D_METHOD("set_animation_player", "root"), &AnimationTree::set_animation_player); ClassDB::bind_method(D_METHOD("get_animation_player"), &AnimationTree::get_animation_player); + ClassDB::bind_method(D_METHOD("set_advance_expression_base_node", "node"), &AnimationTree::set_advance_expression_base_node); + ClassDB::bind_method(D_METHOD("get_advance_expression_base_node"), &AnimationTree::get_advance_expression_base_node); + ClassDB::bind_method(D_METHOD("set_root_motion_track", "path"), &AnimationTree::set_root_motion_track); ClassDB::bind_method(D_METHOD("get_root_motion_track"), &AnimationTree::get_root_motion_track); @@ -1912,6 +1928,8 @@ void AnimationTree::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tree_root", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode"), "set_tree_root", "get_tree_root"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "anim_player", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationPlayer"), "set_animation_player", "get_animation_player"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "advance_expression_base_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node"), "set_advance_expression_base_node", "get_advance_expression_base_node"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active"); ADD_PROPERTY(PropertyInfo(Variant::INT, "process_callback", PROPERTY_HINT_ENUM, "Physics,Idle,Manual"), "set_process_callback", "get_process_callback"); ADD_GROUP("Root Motion", "root_motion_"); diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h index b646efede4..0bfe615c9b 100644 --- a/scene/animation/animation_tree.h +++ b/scene/animation/animation_tree.h @@ -107,6 +107,7 @@ protected: double blend_input(int p_input, double p_time, bool p_seek, bool p_seek_root, real_t p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true); void make_invalid(const String &p_reason); + AnimationTree *get_animation_tree() const; static void _bind_methods(); @@ -270,6 +271,7 @@ private: HashSet<TrackCache *> playing_caches; Ref<AnimationNode> root; + NodePath advance_expression_base_node = NodePath(String(".")); AnimationProcessCallback process_callback = ANIMATION_PROCESS_IDLE; bool active = false; @@ -332,6 +334,9 @@ public: void set_animation_player(const NodePath &p_player); NodePath get_animation_player() const; + void set_advance_expression_base_node(const NodePath &p_advance_expression_base_node); + NodePath get_advance_expression_base_node() const; + TypedArray<String> get_configuration_warnings() const override; bool is_state_invalid() const; |