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; +} |