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-rw-r--r--scene/animation/animation_blend_tree.cpp1231
1 files changed, 1231 insertions, 0 deletions
diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp
new file mode 100644
index 0000000000..66a9c5babd
--- /dev/null
+++ b/scene/animation/animation_blend_tree.cpp
@@ -0,0 +1,1231 @@
+#include "animation_blend_tree.h"
+#include "scene/scene_string_names.h"
+
+void AnimationNodeAnimation::set_animation(const StringName &p_name) {
+ animation = p_name;
+ _change_notify("animation");
+}
+
+StringName AnimationNodeAnimation::get_animation() const {
+ return animation;
+}
+
+float AnimationNodeAnimation::get_playback_time() const {
+ return time;
+}
+
+Vector<String> (*AnimationNodeAnimation::get_editable_animation_list)() = NULL;
+
+void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const {
+
+ if (property.name == "animation" && get_editable_animation_list) {
+ Vector<String> names = get_editable_animation_list();
+ String anims;
+ for (int i = 0; i < names.size(); i++) {
+
+ if (i > 0) {
+ anims += ",";
+ }
+ anims += String(names[i]);
+ }
+ if (anims != String()) {
+ property.hint = PROPERTY_HINT_ENUM;
+ property.hint_string = anims;
+ }
+ }
+}
+
+float AnimationNodeAnimation::process(float p_time, bool p_seek) {
+
+ AnimationPlayer *ap = state->player;
+ ERR_FAIL_COND_V(!ap, 0);
+
+ if (!ap->has_animation(animation)) {
+
+ AnimationNodeBlendTree *tree = Object::cast_to<AnimationNodeBlendTree>(parent);
+ if (tree) {
+ String name = tree->get_node_name(Ref<AnimationNodeAnimation>(this));
+ make_invalid(vformat(RTR("On BlendTree node '%s', animation not found: '%s'"), name, animation));
+
+ } else {
+ make_invalid(vformat(RTR("Animation not found: '%s'"), animation));
+ }
+
+ return 0;
+ }
+
+ Ref<Animation> anim = ap->get_animation(animation);
+
+ if (p_seek) {
+ time = p_time;
+ step = 0;
+ } else {
+ time = MAX(0, time + p_time);
+ step = p_time;
+ }
+
+ float anim_size = anim->get_length();
+
+ if (anim->has_loop()) {
+
+ if (anim_size) {
+ time = Math::fposmod(time, anim_size);
+ }
+
+ } else if (time > anim_size) {
+
+ time = anim_size;
+ }
+
+ blend_animation(animation, time, step, p_seek, 1.0);
+
+ return anim_size - time;
+}
+
+String AnimationNodeAnimation::get_caption() const {
+ return "Animation";
+}
+
+void AnimationNodeAnimation::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationNodeAnimation::set_animation);
+ ClassDB::bind_method(D_METHOD("get_animation"), &AnimationNodeAnimation::get_animation);
+
+ ClassDB::bind_method(D_METHOD("get_playback_time"), &AnimationNodeAnimation::get_playback_time);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
+}
+
+AnimationNodeAnimation::AnimationNodeAnimation() {
+ last_version = 0;
+ skip = false;
+ time = 0;
+ step = 0;
+}
+
+////////////////////////////////////////////////////////
+
+void AnimationNodeOneShot::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::BOOL, active));
+ r_list->push_back(PropertyInfo(Variant::BOOL, prev_active, PROPERTY_HINT_NONE, "", 0));
+ r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
+ r_list->push_back(PropertyInfo(Variant::REAL, remaining, PROPERTY_HINT_NONE, "", 0));
+}
+Variant AnimationNodeOneShot::get_parameter_default_value(const StringName &p_parameter) const {
+ if (p_parameter == active || p_parameter == prev_active) {
+ return false;
+ } else {
+ return 0.0;
+ }
+}
+
+void AnimationNodeOneShot::set_fadein_time(float p_time) {
+
+ fade_in = p_time;
+}
+
+void AnimationNodeOneShot::set_fadeout_time(float p_time) {
+
+ fade_out = p_time;
+}
+
+float AnimationNodeOneShot::get_fadein_time() const {
+
+ return fade_in;
+}
+float AnimationNodeOneShot::get_fadeout_time() const {
+
+ return fade_out;
+}
+
+void AnimationNodeOneShot::set_autorestart(bool p_active) {
+
+ autorestart = p_active;
+}
+void AnimationNodeOneShot::set_autorestart_delay(float p_time) {
+
+ autorestart_delay = p_time;
+}
+void AnimationNodeOneShot::set_autorestart_random_delay(float p_time) {
+
+ autorestart_random_delay = p_time;
+}
+
+bool AnimationNodeOneShot::has_autorestart() const {
+
+ return autorestart;
+}
+float AnimationNodeOneShot::get_autorestart_delay() const {
+
+ return autorestart_delay;
+}
+float AnimationNodeOneShot::get_autorestart_random_delay() const {
+
+ return autorestart_random_delay;
+}
+
+void AnimationNodeOneShot::set_mix_mode(MixMode p_mix) {
+
+ mix = p_mix;
+}
+AnimationNodeOneShot::MixMode AnimationNodeOneShot::get_mix_mode() const {
+
+ return mix;
+}
+
+String AnimationNodeOneShot::get_caption() const {
+ return "OneShot";
+}
+
+bool AnimationNodeOneShot::has_filter() const {
+ return true;
+}
+
+float AnimationNodeOneShot::process(float p_time, bool p_seek) {
+
+ bool active = get_parameter(this->active);
+ bool prev_active = get_parameter(this->prev_active);
+ float time = get_parameter(this->time);
+ float remaining = get_parameter(this->remaining);
+
+ if (!active) {
+ //make it as if this node doesn't exist, pass input 0 by.
+ if (prev_active) {
+ set_parameter(this->prev_active, false);
+ }
+ return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
+ }
+
+ bool os_seek = p_seek;
+
+ if (p_seek)
+ time = p_time;
+ bool do_start = !prev_active;
+
+ if (do_start) {
+ time = 0;
+ os_seek = true;
+ set_parameter(this->prev_active, true);
+ }
+
+ float blend;
+
+ if (time < fade_in) {
+
+ if (fade_in > 0)
+ blend = time / fade_in;
+ else
+ blend = 0; //wtf
+
+ } else if (!do_start && remaining < fade_out) {
+
+ if (fade_out)
+ blend = (remaining / fade_out);
+ else
+ blend = 1.0;
+ } else
+ blend = 1.0;
+
+ float main_rem;
+ if (mix == MIX_MODE_ADD) {
+ main_rem = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
+ } else {
+ main_rem = blend_input(0, p_time, p_seek, 1.0 - blend, FILTER_BLEND, !sync);
+ }
+
+ float os_rem = blend_input(1, os_seek ? time : p_time, os_seek, blend, FILTER_PASS, false);
+
+ if (do_start) {
+ remaining = os_rem;
+ do_start = false;
+ }
+
+ if (!p_seek) {
+ time += p_time;
+ remaining = os_rem;
+ if (remaining <= 0) {
+ set_parameter(this->active, false);
+ set_parameter(this->prev_active, false);
+ }
+ }
+
+ set_parameter(this->time, time);
+ set_parameter(this->remaining, remaining);
+
+ return MAX(main_rem, remaining);
+}
+void AnimationNodeOneShot::set_use_sync(bool p_sync) {
+
+ sync = p_sync;
+}
+
+bool AnimationNodeOneShot::is_using_sync() const {
+
+ return sync;
+}
+
+void AnimationNodeOneShot::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_fadein_time", "time"), &AnimationNodeOneShot::set_fadein_time);
+ ClassDB::bind_method(D_METHOD("get_fadein_time"), &AnimationNodeOneShot::get_fadein_time);
+
+ ClassDB::bind_method(D_METHOD("set_fadeout_time", "time"), &AnimationNodeOneShot::set_fadeout_time);
+ ClassDB::bind_method(D_METHOD("get_fadeout_time"), &AnimationNodeOneShot::get_fadeout_time);
+
+ ClassDB::bind_method(D_METHOD("set_autorestart", "enable"), &AnimationNodeOneShot::set_autorestart);
+ ClassDB::bind_method(D_METHOD("has_autorestart"), &AnimationNodeOneShot::has_autorestart);
+
+ ClassDB::bind_method(D_METHOD("set_autorestart_delay", "enable"), &AnimationNodeOneShot::set_autorestart_delay);
+ ClassDB::bind_method(D_METHOD("get_autorestart_delay"), &AnimationNodeOneShot::get_autorestart_delay);
+
+ ClassDB::bind_method(D_METHOD("set_autorestart_random_delay", "enable"), &AnimationNodeOneShot::set_autorestart_random_delay);
+ ClassDB::bind_method(D_METHOD("get_autorestart_random_delay"), &AnimationNodeOneShot::get_autorestart_random_delay);
+
+ ClassDB::bind_method(D_METHOD("set_mix_mode", "mode"), &AnimationNodeOneShot::set_mix_mode);
+ ClassDB::bind_method(D_METHOD("get_mix_mode"), &AnimationNodeOneShot::get_mix_mode);
+
+ ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeOneShot::set_use_sync);
+ ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeOneShot::is_using_sync);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadein_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadein_time", "get_fadein_time");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadeout_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadeout_time", "get_fadeout_time");
+
+ ADD_GROUP("autorestart_", "Auto Restart");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autorestart"), "set_autorestart", "has_autorestart");
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_delay", "get_autorestart_delay");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_random_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_random_delay", "get_autorestart_random_delay");
+
+ ADD_GROUP("", "");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
+
+ BIND_ENUM_CONSTANT(MIX_MODE_BLEND)
+ BIND_ENUM_CONSTANT(MIX_MODE_ADD)
+}
+
+AnimationNodeOneShot::AnimationNodeOneShot() {
+
+ add_input("in");
+ add_input("shot");
+
+ fade_in = 0.1;
+ fade_out = 0.1;
+ autorestart = false;
+ autorestart_delay = 1;
+
+ mix = MIX_MODE_BLEND;
+ sync = false;
+
+ active = "active";
+ prev_active = "prev_active";
+ time = "time";
+ remaining = "remaining";
+}
+
+////////////////////////////////////////////////
+
+void AnimationNodeAdd2::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "0,1,0.01"));
+}
+Variant AnimationNodeAdd2::get_parameter_default_value(const StringName &p_parameter) const {
+ return 0;
+}
+
+String AnimationNodeAdd2::get_caption() const {
+ return "Add2";
+}
+void AnimationNodeAdd2::set_use_sync(bool p_sync) {
+
+ sync = p_sync;
+}
+
+bool AnimationNodeAdd2::is_using_sync() const {
+
+ return sync;
+}
+
+bool AnimationNodeAdd2::has_filter() const {
+
+ return true;
+}
+
+float AnimationNodeAdd2::process(float p_time, bool p_seek) {
+
+ float amount = get_parameter(add_amount);
+ float rem0 = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
+ blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync);
+
+ return rem0;
+}
+
+void AnimationNodeAdd2::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd2::set_use_sync);
+ ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd2::is_using_sync);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
+}
+
+AnimationNodeAdd2::AnimationNodeAdd2() {
+
+ add_amount = "add_amount";
+ add_input("in");
+ add_input("add");
+ sync = false;
+}
+
+////////////////////////////////////////////////
+
+void AnimationNodeAdd3::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
+}
+Variant AnimationNodeAdd3::get_parameter_default_value(const StringName &p_parameter) const {
+ return 0;
+}
+
+String AnimationNodeAdd3::get_caption() const {
+ return "Add3";
+}
+void AnimationNodeAdd3::set_use_sync(bool p_sync) {
+
+ sync = p_sync;
+}
+
+bool AnimationNodeAdd3::is_using_sync() const {
+
+ return sync;
+}
+
+bool AnimationNodeAdd3::has_filter() const {
+
+ return true;
+}
+
+float AnimationNodeAdd3::process(float p_time, bool p_seek) {
+
+ float amount = get_parameter(add_amount);
+ blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_PASS, !sync);
+ float rem0 = blend_input(1, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
+ blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_PASS, !sync);
+
+ return rem0;
+}
+
+void AnimationNodeAdd3::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd3::set_use_sync);
+ ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd3::is_using_sync);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
+}
+
+AnimationNodeAdd3::AnimationNodeAdd3() {
+
+ add_amount = "add_amount";
+ add_input("-add");
+ add_input("in");
+ add_input("+add");
+ sync = false;
+}
+/////////////////////////////////////////////
+
+void AnimationNodeBlend2::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "0,1,0.01"));
+}
+Variant AnimationNodeBlend2::get_parameter_default_value(const StringName &p_parameter) const {
+ return 0; //for blend amount
+}
+
+String AnimationNodeBlend2::get_caption() const {
+ return "Blend2";
+}
+
+float AnimationNodeBlend2::process(float p_time, bool p_seek) {
+
+ float amount = get_parameter(blend_amount);
+
+ float rem0 = blend_input(0, p_time, p_seek, 1.0 - amount, FILTER_BLEND, !sync);
+ float rem1 = blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync);
+
+ return amount > 0.5 ? rem1 : rem0; //hacky but good enough
+}
+
+void AnimationNodeBlend2::set_use_sync(bool p_sync) {
+
+ sync = p_sync;
+}
+
+bool AnimationNodeBlend2::is_using_sync() const {
+
+ return sync;
+}
+
+bool AnimationNodeBlend2::has_filter() const {
+
+ return true;
+}
+void AnimationNodeBlend2::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend2::set_use_sync);
+ ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend2::is_using_sync);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
+}
+AnimationNodeBlend2::AnimationNodeBlend2() {
+ blend_amount = "blend_amount";
+ add_input("in");
+ add_input("blend");
+ sync = false;
+}
+
+//////////////////////////////////////
+
+void AnimationNodeBlend3::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
+}
+Variant AnimationNodeBlend3::get_parameter_default_value(const StringName &p_parameter) const {
+ return 0; //for blend amount
+}
+
+String AnimationNodeBlend3::get_caption() const {
+ return "Blend3";
+}
+
+void AnimationNodeBlend3::set_use_sync(bool p_sync) {
+
+ sync = p_sync;
+}
+
+bool AnimationNodeBlend3::is_using_sync() const {
+
+ return sync;
+}
+
+float AnimationNodeBlend3::process(float p_time, bool p_seek) {
+
+ float amount = get_parameter(blend_amount);
+ float rem0 = blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_IGNORE, !sync);
+ float rem1 = blend_input(1, p_time, p_seek, 1.0 - ABS(amount), FILTER_IGNORE, !sync);
+ float rem2 = blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_IGNORE, !sync);
+
+ return amount > 0.5 ? rem2 : (amount < -0.5 ? rem0 : rem1); //hacky but good enough
+}
+
+void AnimationNodeBlend3::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend3::set_use_sync);
+ ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend3::is_using_sync);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
+}
+AnimationNodeBlend3::AnimationNodeBlend3() {
+ blend_amount = "blend_amount";
+ add_input("-blend");
+ add_input("in");
+ add_input("+blend");
+ sync = false;
+}
+
+/////////////////////////////////
+
+void AnimationNodeTimeScale::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::REAL, scale, PROPERTY_HINT_RANGE, "0,32,0.01,or_greater"));
+}
+Variant AnimationNodeTimeScale::get_parameter_default_value(const StringName &p_parameter) const {
+ return 1.0; //initial timescale
+}
+
+String AnimationNodeTimeScale::get_caption() const {
+ return "TimeScale";
+}
+
+float AnimationNodeTimeScale::process(float p_time, bool p_seek) {
+
+ float scale = get_parameter(this->scale);
+ if (p_seek) {
+ return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false);
+ } else {
+ return blend_input(0, p_time * scale, false, 1.0, FILTER_IGNORE, false);
+ }
+}
+
+void AnimationNodeTimeScale::_bind_methods() {
+}
+AnimationNodeTimeScale::AnimationNodeTimeScale() {
+ scale = "scale";
+ add_input("in");
+}
+
+////////////////////////////////////
+
+void AnimationNodeTimeSeek::get_parameter_list(List<PropertyInfo> *r_list) const {
+ r_list->push_back(PropertyInfo(Variant::REAL, seek_pos, PROPERTY_HINT_RANGE, "-1,3600,0.01,or_greater"));
+}
+Variant AnimationNodeTimeSeek::get_parameter_default_value(const StringName &p_parameter) const {
+ return 1.0; //initial timescale
+}
+
+String AnimationNodeTimeSeek::get_caption() const {
+ return "Seek";
+}
+
+float AnimationNodeTimeSeek::process(float p_time, bool p_seek) {
+
+ float seek_pos = get_parameter(this->seek_pos);
+ if (p_seek) {
+ return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false);
+ } else if (seek_pos >= 0) {
+ float ret = blend_input(0, seek_pos, true, 1.0, FILTER_IGNORE, false);
+ set_parameter(this->seek_pos, -1.0); //reset
+ _change_notify("seek_pos");
+ return ret;
+ } else {
+ return blend_input(0, p_time, false, 1.0, FILTER_IGNORE, false);
+ }
+}
+
+void AnimationNodeTimeSeek::_bind_methods() {
+}
+
+AnimationNodeTimeSeek::AnimationNodeTimeSeek() {
+ add_input("in");
+ seek_pos = "seek_position";
+}
+
+/////////////////////////////////////////////////
+
+void AnimationNodeTransition::get_parameter_list(List<PropertyInfo> *r_list) const {
+
+ String anims;
+ for (int i = 0; i < enabled_inputs; i++) {
+ if (i > 0) {
+ anims += ",";
+ }
+ anims += inputs[i].name;
+ }
+
+ r_list->push_back(PropertyInfo(Variant::INT, current, PROPERTY_HINT_ENUM, anims));
+ r_list->push_back(PropertyInfo(Variant::INT, prev_current, PROPERTY_HINT_NONE, "", 0));
+ r_list->push_back(PropertyInfo(Variant::INT, prev, PROPERTY_HINT_NONE, "", 0));
+ r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
+ r_list->push_back(PropertyInfo(Variant::REAL, prev_xfading, PROPERTY_HINT_NONE, "", 0));
+}
+Variant AnimationNodeTransition::get_parameter_default_value(const StringName &p_parameter) const {
+ if (p_parameter == time || p_parameter == prev_xfading) {
+ return 0.0;
+ } else if (p_parameter == prev || p_parameter == prev_current) {
+ return -1;
+ } else {
+ return 0;
+ }
+}
+
+String AnimationNodeTransition::get_caption() const {
+ return "Transition";
+}
+
+void AnimationNodeTransition::_update_inputs() {
+ while (get_input_count() < enabled_inputs) {
+ add_input(inputs[get_input_count()].name);
+ }
+
+ while (get_input_count() > enabled_inputs) {
+ remove_input(get_input_count() - 1);
+ }
+}
+
+void AnimationNodeTransition::set_enabled_inputs(int p_inputs) {
+ ERR_FAIL_INDEX(p_inputs, MAX_INPUTS);
+ enabled_inputs = p_inputs;
+ _update_inputs();
+}
+
+int AnimationNodeTransition::get_enabled_inputs() {
+ return enabled_inputs;
+}
+
+void AnimationNodeTransition::set_input_as_auto_advance(int p_input, bool p_enable) {
+ ERR_FAIL_INDEX(p_input, MAX_INPUTS);
+ inputs[p_input].auto_advance = p_enable;
+}
+
+bool AnimationNodeTransition::is_input_set_as_auto_advance(int p_input) const {
+ ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, false);
+ return inputs[p_input].auto_advance;
+}
+
+void AnimationNodeTransition::set_input_caption(int p_input, const String &p_name) {
+ ERR_FAIL_INDEX(p_input, MAX_INPUTS);
+ inputs[p_input].name = p_name;
+ set_input_name(p_input, p_name);
+}
+
+String AnimationNodeTransition::get_input_caption(int p_input) const {
+ ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, String());
+ return inputs[p_input].name;
+}
+
+#if 0
+ Ref<AnimationNodeBlendTree> tree = get_parent();
+
+ if (tree.is_valid() && current >= 0) {
+ prev = current;
+ prev_xfading = xfade;
+ time = 0;
+ current = p_current;
+ switched = true;
+ _change_notify("current");
+ } else {
+ current = p_current;
+ }
+#endif
+
+void AnimationNodeTransition::set_cross_fade_time(float p_fade) {
+ xfade = p_fade;
+}
+
+float AnimationNodeTransition::get_cross_fade_time() const {
+ return xfade;
+}
+
+float AnimationNodeTransition::process(float p_time, bool p_seek) {
+
+ int current = get_parameter(this->current);
+ int prev = get_parameter(this->prev);
+ int prev_current = get_parameter(this->prev_current);
+
+ float time = get_parameter(this->time);
+ float prev_xfading = get_parameter(this->prev_xfading);
+
+ bool switched = current != prev_current;
+
+ if (switched) {
+ set_parameter(this->prev_current, current);
+ set_parameter(this->prev, prev_current);
+
+ prev = prev_current;
+ prev_xfading = xfade;
+ time = 0;
+ switched = true;
+ }
+
+ if (current < 0 || current >= enabled_inputs || prev >= enabled_inputs) {
+ return 0;
+ }
+
+ float rem = 0;
+
+ if (prev < 0) { // process current animation, check for transition
+
+ rem = blend_input(current, p_time, p_seek, 1.0, FILTER_IGNORE, false);
+
+ if (p_seek)
+ time = p_time;
+ else
+ time += p_time;
+
+ if (inputs[current].auto_advance && rem <= xfade) {
+
+ set_parameter(this->current, (current + 1) % enabled_inputs);
+ }
+
+ } else { // cross-fading from prev to current
+
+ float blend = xfade ? (prev_xfading / xfade) : 1;
+
+ if (!p_seek && switched) { //just switched, seek to start of current
+
+ rem = blend_input(current, 0, true, 1.0 - blend, FILTER_IGNORE, false);
+ } else {
+
+ rem = blend_input(current, p_time, p_seek, 1.0 - blend, FILTER_IGNORE, false);
+ }
+
+ switched = false;
+
+ if (p_seek) { // don't seek prev animation
+ blend_input(prev, 0, false, blend, FILTER_IGNORE, false);
+ time = p_time;
+ } else {
+ blend_input(prev, p_time, false, blend, FILTER_IGNORE, false);
+ time += p_time;
+ prev_xfading -= p_time;
+ if (prev_xfading < 0) {
+ set_parameter(this->prev, -1);
+ }
+ }
+ }
+
+ set_parameter(this->time, time);
+ set_parameter(this->prev_xfading, prev_xfading);
+
+ return rem;
+}
+
+void AnimationNodeTransition::_validate_property(PropertyInfo &property) const {
+
+ if (property.name.begins_with("input_")) {
+ String n = property.name.get_slicec('/', 0).get_slicec('_', 1);
+ if (n != "count") {
+ int idx = n.to_int();
+ if (idx >= enabled_inputs) {
+ property.usage = 0;
+ }
+ }
+ }
+
+ AnimationNode::_validate_property(property);
+}
+
+void AnimationNodeTransition::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_enabled_inputs", "amount"), &AnimationNodeTransition::set_enabled_inputs);
+ ClassDB::bind_method(D_METHOD("get_enabled_inputs"), &AnimationNodeTransition::get_enabled_inputs);
+
+ ClassDB::bind_method(D_METHOD("set_input_as_auto_advance", "input", "enable"), &AnimationNodeTransition::set_input_as_auto_advance);
+ ClassDB::bind_method(D_METHOD("is_input_set_as_auto_advance", "input"), &AnimationNodeTransition::is_input_set_as_auto_advance);
+
+ ClassDB::bind_method(D_METHOD("set_input_caption", "input", "caption"), &AnimationNodeTransition::set_input_caption);
+ ClassDB::bind_method(D_METHOD("get_input_caption", "input"), &AnimationNodeTransition::get_input_caption);
+
+ ClassDB::bind_method(D_METHOD("set_cross_fade_time", "time"), &AnimationNodeTransition::set_cross_fade_time);
+ ClassDB::bind_method(D_METHOD("get_cross_fade_time"), &AnimationNodeTransition::get_cross_fade_time);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "input_count", PROPERTY_HINT_RANGE, "0,64,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_enabled_inputs", "get_enabled_inputs");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,120,0.01"), "set_cross_fade_time", "get_cross_fade_time");
+
+ for (int i = 0; i < MAX_INPUTS; i++) {
+ ADD_PROPERTYI(PropertyInfo(Variant::STRING, "input_" + itos(i) + "/name"), "set_input_caption", "get_input_caption", i);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "input_" + itos(i) + "/auto_advance"), "set_input_as_auto_advance", "is_input_set_as_auto_advance", i);
+ }
+}
+
+AnimationNodeTransition::AnimationNodeTransition() {
+
+ prev_xfading = "prev_xfading";
+ prev = "prev";
+ time = "time";
+ current = "current";
+ prev_current = "prev_current";
+ ;
+
+ enabled_inputs = 0;
+ for (int i = 0; i < MAX_INPUTS; i++) {
+ inputs[i].auto_advance = false;
+ inputs[i].name = itos(i + 1);
+ }
+}
+
+/////////////////////
+
+String AnimationNodeOutput::get_caption() const {
+ return "Output";
+}
+
+float AnimationNodeOutput::process(float p_time, bool p_seek) {
+ return blend_input(0, p_time, p_seek, 1.0);
+}
+
+AnimationNodeOutput::AnimationNodeOutput() {
+ add_input("output");
+}
+
+///////////////////////////////////////////////////////
+void AnimationNodeBlendTree::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) {
+
+ ERR_FAIL_COND(nodes.has(p_name));
+ ERR_FAIL_COND(p_node.is_null());
+ ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output);
+ ERR_FAIL_COND(String(p_name).find("/") != -1);
+
+ Node n;
+ n.node = p_node;
+ n.position = p_position;
+ n.connections.resize(n.node->get_input_count());
+ nodes[p_name] = n;
+
+ emit_changed();
+ emit_signal("tree_changed");
+
+ p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
+ p_node->connect("changed", this, "_node_changed", varray(p_name), CONNECT_REFERENCE_COUNTED);
+}
+
+Ref<AnimationNode> AnimationNodeBlendTree::get_node(const StringName &p_name) const {
+
+ ERR_FAIL_COND_V(!nodes.has(p_name), Ref<AnimationNode>());
+
+ return nodes[p_name].node;
+}
+
+StringName AnimationNodeBlendTree::get_node_name(const Ref<AnimationNode> &p_node) const {
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ if (E->get().node == p_node) {
+ return E->key();
+ }
+ }
+
+ ERR_FAIL_V(StringName());
+}
+
+void AnimationNodeBlendTree::set_node_position(const StringName &p_node, const Vector2 &p_position) {
+ ERR_FAIL_COND(!nodes.has(p_node));
+ nodes[p_node].position = p_position;
+}
+
+Vector2 AnimationNodeBlendTree::get_node_position(const StringName &p_node) const {
+ ERR_FAIL_COND_V(!nodes.has(p_node), Vector2());
+ return nodes[p_node].position;
+}
+
+void AnimationNodeBlendTree::get_child_nodes(List<ChildNode> *r_child_nodes) {
+ Vector<StringName> ns;
+
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ ns.push_back(E->key());
+ }
+
+ ns.sort_custom<StringName::AlphCompare>();
+
+ for (int i = 0; i < ns.size(); i++) {
+ ChildNode cn;
+ cn.name = ns[i];
+ cn.node = nodes[cn.name].node;
+ r_child_nodes->push_back(cn);
+ }
+}
+
+bool AnimationNodeBlendTree::has_node(const StringName &p_name) const {
+ return nodes.has(p_name);
+}
+Vector<StringName> AnimationNodeBlendTree::get_node_connection_array(const StringName &p_name) const {
+
+ ERR_FAIL_COND_V(!nodes.has(p_name), Vector<StringName>());
+ return nodes[p_name].connections;
+}
+void AnimationNodeBlendTree::remove_node(const StringName &p_name) {
+
+ ERR_FAIL_COND(!nodes.has(p_name));
+ ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); //can't delete output
+
+ {
+ Ref<AnimationNode> node = nodes[p_name].node;
+ node->disconnect("tree_changed", this, "_tree_changed");
+ node->disconnect("changed", this, "_node_changed");
+ }
+
+ nodes.erase(p_name);
+
+ //erase connections to name
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ for (int i = 0; i < E->get().connections.size(); i++) {
+ if (E->get().connections[i] == p_name) {
+ E->get().connections.write[i] = StringName();
+ }
+ }
+ }
+
+ emit_changed();
+ emit_signal("tree_changed");
+}
+
+void AnimationNodeBlendTree::rename_node(const StringName &p_name, const StringName &p_new_name) {
+
+ ERR_FAIL_COND(!nodes.has(p_name));
+ ERR_FAIL_COND(nodes.has(p_new_name));
+ ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output);
+ ERR_FAIL_COND(p_new_name == SceneStringNames::get_singleton()->output);
+
+ nodes[p_name].node->disconnect("changed", this, "_node_changed");
+
+ nodes[p_new_name] = nodes[p_name];
+ nodes.erase(p_name);
+
+ //rename connections
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+
+ for (int i = 0; i < E->get().connections.size(); i++) {
+ if (E->get().connections[i] == p_name) {
+ E->get().connections.write[i] = p_new_name;
+ }
+ }
+ }
+ //connection must be done with new name
+ nodes[p_new_name].node->connect("changed", this, "_node_changed", varray(p_new_name), CONNECT_REFERENCE_COUNTED);
+
+ emit_signal("tree_changed");
+}
+
+void AnimationNodeBlendTree::connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) {
+
+ ERR_FAIL_COND(!nodes.has(p_output_node));
+ ERR_FAIL_COND(!nodes.has(p_input_node));
+ ERR_FAIL_COND(p_output_node == SceneStringNames::get_singleton()->output);
+ ERR_FAIL_COND(p_input_node == p_output_node);
+
+ Ref<AnimationNode> input = nodes[p_input_node].node;
+ ERR_FAIL_INDEX(p_input_index, nodes[p_input_node].connections.size());
+
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ for (int i = 0; i < E->get().connections.size(); i++) {
+ StringName output = E->get().connections[i];
+ ERR_FAIL_COND(output == p_output_node);
+ }
+ }
+
+ nodes[p_input_node].connections.write[p_input_index] = p_output_node;
+
+ emit_changed();
+}
+
+void AnimationNodeBlendTree::disconnect_node(const StringName &p_node, int p_input_index) {
+
+ ERR_FAIL_COND(!nodes.has(p_node));
+
+ Ref<AnimationNode> input = nodes[p_node].node;
+ ERR_FAIL_INDEX(p_input_index, nodes[p_node].connections.size());
+
+ nodes[p_node].connections.write[p_input_index] = StringName();
+}
+
+float AnimationNodeBlendTree::get_connection_activity(const StringName &p_input_node, int p_input_index) const {
+
+ ERR_FAIL_COND_V(!nodes.has(p_input_node), 0);
+
+ Ref<AnimationNode> input = nodes[p_input_node].node;
+ ERR_FAIL_INDEX_V(p_input_index, nodes[p_input_node].connections.size(), 0);
+
+ //return input->get_input_activity(p_input_index);
+ return 0;
+}
+
+AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const {
+
+ if (!nodes.has(p_output_node) || p_output_node == SceneStringNames::get_singleton()->output) {
+ return CONNECTION_ERROR_NO_OUTPUT;
+ }
+
+ if (!nodes.has(p_input_node)) {
+ return CONNECTION_ERROR_NO_INPUT;
+ }
+
+ if (!nodes.has(p_input_node)) {
+ return CONNECTION_ERROR_SAME_NODE;
+ }
+
+ Ref<AnimationNode> input = nodes[p_input_node].node;
+
+ if (p_input_index < 0 || p_input_index >= nodes[p_input_node].connections.size()) {
+ return CONNECTION_ERROR_NO_INPUT_INDEX;
+ }
+
+ if (nodes[p_input_node].connections[p_input_index] != StringName()) {
+ return CONNECTION_ERROR_CONNECTION_EXISTS;
+ }
+
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ for (int i = 0; i < E->get().connections.size(); i++) {
+ StringName output = E->get().connections[i];
+ if (output == p_output_node) {
+ return CONNECTION_ERROR_CONNECTION_EXISTS;
+ }
+ }
+ }
+ return CONNECTION_OK;
+}
+
+void AnimationNodeBlendTree::get_node_connections(List<NodeConnection> *r_connections) const {
+
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ for (int i = 0; i < E->get().connections.size(); i++) {
+ StringName output = E->get().connections[i];
+ if (output != StringName()) {
+ NodeConnection nc;
+ nc.input_node = E->key();
+ nc.input_index = i;
+ nc.output_node = output;
+ r_connections->push_back(nc);
+ }
+ }
+ }
+}
+
+String AnimationNodeBlendTree::get_caption() const {
+ return "BlendTree";
+}
+
+float AnimationNodeBlendTree::process(float p_time, bool p_seek) {
+
+ Ref<AnimationNodeOutput> output = nodes[SceneStringNames::get_singleton()->output].node;
+ return _blend_node("output", nodes[SceneStringNames::get_singleton()->output].connections, this, output, p_time, p_seek, 1.0);
+}
+
+void AnimationNodeBlendTree::get_node_list(List<StringName> *r_list) {
+
+ for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
+ r_list->push_back(E->key());
+ }
+}
+
+void AnimationNodeBlendTree::set_graph_offset(const Vector2 &p_graph_offset) {
+
+ graph_offset = p_graph_offset;
+}
+
+Vector2 AnimationNodeBlendTree::get_graph_offset() const {
+
+ return graph_offset;
+}
+
+Ref<AnimationNode> AnimationNodeBlendTree::get_child_by_name(const StringName &p_name) {
+ return get_node(p_name);
+}
+
+bool AnimationNodeBlendTree::_set(const StringName &p_name, const Variant &p_value) {
+
+ String name = p_name;
+ if (name.begins_with("nodes/")) {
+
+ 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 (nodes.has(node_name)) {
+ nodes[node_name].position = p_value;
+ }
+ return true;
+ }
+ } else if (name == "node_connections") {
+
+ Array conns = p_value;
+ ERR_FAIL_COND_V(conns.size() % 3 != 0, false);
+
+ for (int i = 0; i < conns.size(); i += 3) {
+ connect_node(conns[i], conns[i + 1], conns[i + 2]);
+ }
+ return true;
+ }
+
+ return false;
+}
+
+bool AnimationNodeBlendTree::_get(const StringName &p_name, Variant &r_ret) const {
+
+ String name = p_name;
+ if (name.begins_with("nodes/")) {
+ String node_name = name.get_slicec('/', 1);
+ String what = name.get_slicec('/', 2);
+
+ if (what == "node") {
+ if (nodes.has(node_name)) {
+ r_ret = nodes[node_name].node;
+ return true;
+ }
+ }
+
+ if (what == "position") {
+
+ if (nodes.has(node_name)) {
+ r_ret = nodes[node_name].position;
+ return true;
+ }
+ }
+ } else if (name == "node_connections") {
+ List<NodeConnection> nc;
+ get_node_connections(&nc);
+ Array conns;
+ conns.resize(nc.size() * 3);
+
+ int idx = 0;
+ for (List<NodeConnection>::Element *E = nc.front(); E; E = E->next()) {
+ conns[idx * 3 + 0] = E->get().input_node;
+ conns[idx * 3 + 1] = E->get().input_index;
+ conns[idx * 3 + 2] = E->get().output_node;
+ idx++;
+ }
+
+ r_ret = conns;
+ return true;
+ }
+
+ return false;
+}
+void AnimationNodeBlendTree::_get_property_list(List<PropertyInfo> *p_list) const {
+
+ List<StringName> names;
+ for (Map<StringName, Node>::Element *E = nodes.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();
+ if (name != "output") {
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "nodes/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR));
+ }
+ p_list->push_back(PropertyInfo(Variant::VECTOR2, "nodes/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+ }
+
+ p_list->push_back(PropertyInfo(Variant::ARRAY, "node_connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+}
+
+void AnimationNodeBlendTree::_tree_changed() {
+ emit_signal("tree_changed");
+}
+
+void AnimationNodeBlendTree::_node_changed(const StringName &p_node) {
+
+ ERR_FAIL_COND(!nodes.has(p_node));
+ nodes[p_node].connections.resize(nodes[p_node].node->get_input_count());
+}
+
+void AnimationNodeBlendTree::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeBlendTree::add_node, DEFVAL(Vector2()));
+ ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeBlendTree::get_node);
+ ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeBlendTree::remove_node);
+ ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeBlendTree::rename_node);
+ ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeBlendTree::has_node);
+ ClassDB::bind_method(D_METHOD("connect_node", "input_node", "input_index", "output_node"), &AnimationNodeBlendTree::connect_node);
+ ClassDB::bind_method(D_METHOD("disconnect_node", "input_node", "input_index"), &AnimationNodeBlendTree::disconnect_node);
+
+ ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeBlendTree::set_node_position);
+ ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeBlendTree::get_node_position);
+
+ ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeBlendTree::set_graph_offset);
+ ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeBlendTree::get_graph_offset);
+
+ ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendTree::_tree_changed);
+ ClassDB::bind_method(D_METHOD("_node_changed", "node"), &AnimationNodeBlendTree::_node_changed);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
+
+ BIND_CONSTANT(CONNECTION_OK);
+ BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT);
+ BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT_INDEX);
+ BIND_CONSTANT(CONNECTION_ERROR_NO_OUTPUT);
+ BIND_CONSTANT(CONNECTION_ERROR_SAME_NODE);
+ BIND_CONSTANT(CONNECTION_ERROR_CONNECTION_EXISTS);
+}
+
+AnimationNodeBlendTree::AnimationNodeBlendTree() {
+
+ Ref<AnimationNodeOutput> output;
+ output.instance();
+ Node n;
+ n.node = output;
+ n.position = Vector2(300, 150);
+ n.connections.resize(1);
+ nodes["output"] = n;
+}
+
+AnimationNodeBlendTree::~AnimationNodeBlendTree() {
+}