diff options
Diffstat (limited to 'scene/animation/animation_node_state_machine.cpp')
| -rw-r--r-- | scene/animation/animation_node_state_machine.cpp | 790 | 
1 files changed, 790 insertions, 0 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp new file mode 100644 index 0000000000..c5ad980806 --- /dev/null +++ b/scene/animation/animation_node_state_machine.cpp @@ -0,0 +1,790 @@ +#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_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_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::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_CONSTANT(SWITCH_MODE_IMMEDIATE); +	BIND_CONSTANT(SWITCH_MODE_SYNC); +	BIND_CONSTANT(SWITCH_MODE_AT_END); +} + +AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() { + +	switch_mode = SWITCH_MODE_IMMEDIATE; +	auto_advance = false; +	xfade = 0; +	disabled = false; +	priority = 1; +} + +/////////////////////////////////////////////////////// +void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node) { + +	ERR_FAIL_COND(states.has(p_name)); +	ERR_FAIL_COND(p_node.is_null()); +	ERR_FAIL_COND(p_node->get_parent().is_valid()); +	ERR_FAIL_COND(p_node->get_tree() != NULL); +	ERR_FAIL_COND(String(p_name).find("/") != -1); +	states[p_name] = p_node; + +	p_node->set_parent(this); +	p_node->set_tree(get_tree()); + +	emit_changed(); +} + +Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const { + +	ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>()); + +	return states[p_name]; +} + +StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const { +	for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) { +		if (E->get() == p_node) { +			return E->key(); +		} +	} + +	ERR_FAIL_V(StringName()); +} + +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)); + +	{ +		//erase node connections +		Ref<AnimationNode> node = states[p_name]; +		for (int i = 0; i < node->get_input_count(); i++) { +			node->set_input_connection(i, StringName()); +		} +		node->set_parent(NULL); +		node->set_tree(NULL); +	} + +	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.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(); +} + +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[i].from = p_new_name; +		} + +		if (transitions[i].to == p_name) { +			transitions[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 +} + +void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const { + +	List<StringName> nodes; +	for (Map<StringName, Ref<AnimationRootNode> >::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; + +	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.remove(i); +			return; +		} +	} + +	if (playing) { +		path.clear(); +	} +} + +void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) { + +	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) { + +	//if not playing and it can restart, then restart +	if (!playing) { +		if (start_node) { +			start(start_node); +		} else { +			return 0; +		} +	} + +	bool do_start = (p_seek && p_time == 0) || play_start || current == StringName(); + +	if (do_start) { + +		if (start_node != StringName() && p_seek && p_time == 0) { +			current = start_node; +		} + +		len_current = blend_node(states[current], 0, true, 1.0, FILTER_IGNORE, false); +		pos_current = 0; +		loops_current = 0; +		play_start = false; +	} + +	float fade_blend = 1.0; + +	if (fading_from != StringName()) { + +		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 = blend_node(states[current], p_time, p_seek, fade_blend, FILTER_IGNORE, false); + +	if (fading_from != StringName()) { + +		blend_node(states[fading_from], p_time, p_seek, 1.0 - fade_blend, 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; + +		if (next_pos < pos_current) { +			loops_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 < transitions.size(); i++) { +			if (transitions[i].from == current && transitions[i].to == path[0]) { +				next_xfade = transitions[i].transition->get_xfade_time(); +				switch_mode = transitions[i].transition->get_switch_mode(); +				next = path[0]; +			} +		} +	} else { +		float priority_best = 1e20; +		int auto_advance_to = -1; +		for (int i = 0; i < transitions.size(); i++) { +			if (transitions[i].from == current && transitions[i].transition->has_auto_advance()) { + +				if (transitions[i].transition->get_priority() < priority_best) { +					auto_advance_to = i; +				} +			} +		} + +		if (auto_advance_to != -1) { +			next = transitions[auto_advance_to].to; +			next_xfade = transitions[auto_advance_to].transition->get_xfade_time(); +			switch_mode = 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_IMMEDIATE) { +			goto_next = fading_from == StringName(); +		} else { +			goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0; +			if (loops_current > 0) { +				next_xfade = 0; +			} +		} + +		if (goto_next) { //loops 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 = blend_node(states[current], 0, true, 0, FILTER_IGNORE, false); +				pos_current = MIN(pos_current, len_current); +				blend_node(states[current], pos_current, true, 0, FILTER_IGNORE, false); + +			} else { +				len_current = blend_node(states[current], 0, true, 0, FILTER_IGNORE, false); +				pos_current = 0; +			} + +			rem = len_current; //so it does not show 0 on transition +			loops_current = 0; +		} +	} + +	//compute time left for transitions by using the end node + +	if (end_node != StringName() && end_node != current) { + +		rem = blend_node(states[end_node], 0, true, 0, FILTER_IGNORE, false); +	} + +	return rem; +} + +bool AnimationNodeStateMachine::travel(const StringName &p_state) { +	ERR_FAIL_COND_V(!playing, false); +	ERR_FAIL_COND_V(!states.has(p_state), false); +	ERR_FAIL_COND_V(!states.has(current), false); + +	path.clear(); //a new one will be needed + +	if (current == p_state) +		return true; //nothing to do + +	loops_current = 0; // reset loops, so fade does not happen immediately + +	Vector2 current_pos = states[current]->get_position(); +	Vector2 target_pos = states[p_state]->get_position(); + +	Map<StringName, AStarCost> cost_map; + +	List<int> open_list; + +	//build open list +	for (int i = 0; i < transitions.size(); i++) { +		if (transitions[i].from == current) { +			open_list.push_back(i); +			float cost = states[transitions[i].to]->get_position().distance_to(current_pos); +			cost *= transitions[i].transition->get_priority(); +			AStarCost ap; +			ap.prev = current; +			ap.distance = cost; +			cost_map[transitions[i].to] = ap; + +			if (transitions[i].to == p_state) { //prematurely found it! :D +				path.push_back(p_state); +				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 = NULL; +		float least_cost = 1e20; + +		for (List<int>::Element *E = open_list.front(); E; E = E->next()) { + +			float cost = cost_map[transitions[E->get()].to].distance; +			cost += states[transitions[E->get()].to]->get_position().distance_to(target_pos); + +			if (cost < least_cost) { +				least_cost_transition = E; +			} +		} + +		StringName transition_prev = transitions[least_cost_transition->get()].from; +		StringName transition = transitions[least_cost_transition->get()].to; + +		for (int i = 0; i < transitions.size(); i++) { +			if (transitions[i].from != transition || transitions[i].to == transition_prev) { +				continue; //not interested on those +			} + +			float distance = states[transitions[i].from]->get_position().distance_to(states[transitions[i].to]->get_position()); +			distance *= transitions[i].transition->get_priority(); +			distance += cost_map[transitions[i].from].distance; + +			if (cost_map.has(transitions[i].to)) { +				//oh this was visited already, can we win the cost? +				if (distance < cost_map[transitions[i].to].distance) { +					cost_map[transitions[i].to].distance = distance; +					cost_map[transitions[i].to].prev = transitions[i].from; +				} +			} else { +				//add to open list +				AStarCost ac; +				ac.prev = transitions[i].from; +				ac.distance = distance; +				cost_map[transitions[i].to] = ac; + +				open_list.push_back(i); + +				if (transitions[i].to == p_state) { +					found_route = true; +					break; +				} +			} +		} + +		if (found_route) { +			break; +		} + +		open_list.erase(least_cost_transition); +	} + +	//make path +	StringName at = p_state; +	while (at != current) { +		path.push_back(at); +		at = cost_map[at].prev; +	} + +	path.invert(); + +	return true; +} + +void AnimationNodeStateMachine::start(const StringName &p_state) { + +	ERR_FAIL_COND(!states.has(p_state)); +	path.clear(); +	current = p_state; +	playing = true; +	play_start = true; +} +void AnimationNodeStateMachine::stop() { +	playing = false; +	play_start = false; +	current = StringName(); +} +bool AnimationNodeStateMachine::is_playing() const { + +	return playing; +} +StringName AnimationNodeStateMachine::get_current_node() const { +	if (!playing) { +		return StringName(); +	} + +	return current; +} + +StringName AnimationNodeStateMachine::get_blend_from_node() const { +	if (!playing) { +		return StringName(); +	} + +	return fading_from; +} + +float AnimationNodeStateMachine::get_current_play_pos() const { +	return pos_current; +} +float AnimationNodeStateMachine::get_current_length() const { +	return len_current; +} + +Vector<StringName> AnimationNodeStateMachine::get_travel_path() const { +	return path; +} +String AnimationNodeStateMachine::get_caption() const { +	return "StateMachine"; +} + +void AnimationNodeStateMachine::_notification(int p_what) { +} + +void AnimationNodeStateMachine::set_tree(AnimationTree *p_player) { + +	AnimationNode::set_tree(p_player); + +	for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) { +		Ref<AnimationRootNode> node = E->get(); +		node->set_tree(p_player); +	} +} + +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]->set_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]; +				return true; +			} +		} + +		if (what == "position") { + +			if (states.has(node_name)) { +				r_ret = states[node_name]->get_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, Ref<AnimationRootNode> >::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 | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); +		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::_bind_methods() { + +	ClassDB::bind_method(D_METHOD("add_node", "name", "node"), &AnimationNodeStateMachine::add_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("has_transition", "from", "to"), &AnimationNodeStateMachine::add_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", "name"), &AnimationNodeStateMachine::set_graph_offset); +	ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset); + +	ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachine::travel); +	ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachine::start); +	ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachine::stop); +	ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachine::is_playing); +	ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachine::get_current_node); +	ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachine::get_travel_path); +} + +AnimationNodeStateMachine::AnimationNodeStateMachine() { + +	play_start = false; + +	playing = false; +	len_current = 0; + +	fading_time = 0; +}  |