diff options
Diffstat (limited to 'scene/animation')
-rw-r--r-- | scene/animation/animation_blend_space_1d.cpp | 294 | ||||
-rw-r--r-- | scene/animation/animation_blend_space_1d.h | 71 | ||||
-rw-r--r-- | scene/animation/animation_blend_space_2d.cpp | 567 | ||||
-rw-r--r-- | scene/animation/animation_blend_space_2d.h | 97 | ||||
-rw-r--r-- | scene/animation/animation_blend_tree.cpp | 124 | ||||
-rw-r--r-- | scene/animation/animation_blend_tree.h | 42 | ||||
-rw-r--r-- | scene/animation/animation_node_state_machine.cpp | 790 | ||||
-rw-r--r-- | scene/animation/animation_node_state_machine.h | 142 | ||||
-rw-r--r-- | scene/animation/animation_player.cpp | 18 | ||||
-rw-r--r-- | scene/animation/animation_tree.cpp (renamed from scene/animation/animation_graph_player.cpp) | 267 | ||||
-rw-r--r-- | scene/animation/animation_tree.h (renamed from scene/animation/animation_graph_player.h) | 54 | ||||
-rw-r--r-- | scene/animation/animation_tree_player.cpp | 2 | ||||
-rw-r--r-- | scene/animation/root_motion_view.cpp | 163 | ||||
-rw-r--r-- | scene/animation/root_motion_view.h | 43 |
14 files changed, 2542 insertions, 132 deletions
diff --git a/scene/animation/animation_blend_space_1d.cpp b/scene/animation/animation_blend_space_1d.cpp new file mode 100644 index 0000000000..d3d2870c3f --- /dev/null +++ b/scene/animation/animation_blend_space_1d.cpp @@ -0,0 +1,294 @@ +#include "animation_blend_space_1d.h" + +void AnimationNodeBlendSpace1D::set_tree(AnimationTree *p_player) { + + AnimationRootNode::set_tree(p_player); + + for(int i=0;i<blend_points_used;i++) { + blend_points[i].node->set_tree(p_player); + } + +} + +void AnimationNodeBlendSpace1D::_validate_property(PropertyInfo &property) const { + if (property.name.begins_with("blend_point_")) { + String left = property.name.get_slicec('/', 0); + int idx = left.get_slicec('_', 2).to_int(); + if (idx >= blend_points_used) { + property.usage = 0; + } + } + AnimationRootNode::_validate_property(property); +} + +void AnimationNodeBlendSpace1D::_bind_methods() { + ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace1D::add_blend_point, DEFVAL(-1)); + ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace1D::set_blend_point_position); + ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace1D::get_blend_point_position); + ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace1D::set_blend_point_node); + ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace1D::get_blend_point_node); + ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace1D::remove_blend_point); + ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace1D::get_blend_point_count); + + ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace1D::set_min_space); + ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace1D::get_min_space); + + ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace1D::set_max_space); + ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace1D::get_max_space); + + ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace1D::set_snap); + ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace1D::get_snap); + + ClassDB::bind_method(D_METHOD("set_blend_pos", "pos"), &AnimationNodeBlendSpace1D::set_blend_pos); + ClassDB::bind_method(D_METHOD("get_blend_pos"), &AnimationNodeBlendSpace1D::get_blend_pos); + + ClassDB::bind_method(D_METHOD("set_value_label", "text"), &AnimationNodeBlendSpace1D::set_value_label); + ClassDB::bind_method(D_METHOD("get_value_label"), &AnimationNodeBlendSpace1D::get_value_label); + + ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace1D::_add_blend_point); + + for (int i = 0; i < MAX_BLEND_POINTS; i++) { + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "_add_blend_point", "get_blend_point_node", i); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i); + } + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "blend_pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_blend_pos", "get_blend_pos"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "value_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_value_label", "get_value_label"); +} + +void AnimationNodeBlendSpace1D::add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index) { + ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS); + ERR_FAIL_COND(p_node.is_null()); + ERR_FAIL_COND(p_node->get_parent().is_valid()); + ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used); + + if (p_at_index == -1 || p_at_index == blend_points_used) { + p_at_index = blend_points_used; + } else { + for (int i = blend_points_used - 1; i > p_at_index; i++) { + blend_points[i] = blend_points[i - 1]; + } + } + + blend_points[p_at_index].node = p_node; + blend_points[p_at_index].position = p_position; + + blend_points[p_at_index].node->set_parent(this); + blend_points[p_at_index].node->set_tree(get_tree()); + + blend_points_used++; +} + +void AnimationNodeBlendSpace1D::set_blend_point_position(int p_point, float p_position) { + ERR_FAIL_INDEX(p_point, blend_points_used); + + blend_points[p_point].position = p_position; +} + +void AnimationNodeBlendSpace1D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) { + ERR_FAIL_INDEX(p_point, blend_points_used); + ERR_FAIL_COND(p_node.is_null()); + + if (blend_points[p_point].node.is_valid()) { + blend_points[p_point].node->set_parent(NULL); + blend_points[p_point].node->set_tree(NULL); + } + + blend_points[p_point].node = p_node; + blend_points[p_point].node->set_parent(this); + blend_points[p_point].node->set_tree(get_tree()); +} + +float AnimationNodeBlendSpace1D::get_blend_point_position(int p_point) const { + ERR_FAIL_INDEX_V(p_point, blend_points_used, 0); + return blend_points[p_point].position; +} + +Ref<AnimationRootNode> AnimationNodeBlendSpace1D::get_blend_point_node(int p_point) const { + ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref<AnimationRootNode>()); + return blend_points[p_point].node; +} + +void AnimationNodeBlendSpace1D::remove_blend_point(int p_point) { + ERR_FAIL_INDEX(p_point, blend_points_used); + + blend_points[p_point].node->set_parent(NULL); + blend_points[p_point].node->set_tree(NULL); + + for (int i = p_point; i < blend_points_used - 1; i++) { + blend_points[i] = blend_points[i + 1]; + } + + blend_points_used--; +} + +int AnimationNodeBlendSpace1D::get_blend_point_count() const { + + return blend_points_used; +} + +void AnimationNodeBlendSpace1D::set_min_space(float p_min) { + min_space = p_min; + + if (min_space >= max_space) { + min_space = max_space - 1; + } +} + +float AnimationNodeBlendSpace1D::get_min_space() const { + return min_space; +} + +void AnimationNodeBlendSpace1D::set_max_space(float p_max) { + max_space = p_max; + + if (max_space <= min_space) { + max_space = min_space + 1; + } +} + +float AnimationNodeBlendSpace1D::get_max_space() const { + return max_space; +} + +void AnimationNodeBlendSpace1D::set_snap(float p_snap) { + snap = p_snap; +} + +float AnimationNodeBlendSpace1D::get_snap() const { + return snap; +} + +void AnimationNodeBlendSpace1D::set_blend_pos(float p_pos) { + blend_pos = p_pos; +} + +float AnimationNodeBlendSpace1D::get_blend_pos() const { + return blend_pos; +} + +void AnimationNodeBlendSpace1D::set_value_label(const String &p_label) { + value_label = p_label; +} + +String AnimationNodeBlendSpace1D::get_value_label() const { + return value_label; +} + +void AnimationNodeBlendSpace1D::_add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node) { + if (p_index == blend_points_used) { + add_blend_point(p_node, 0); + } else { + set_blend_point_node(p_index, p_node); + } +} + +float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) { + + if (blend_points_used == 0) { + return 0.0; + } + + if (blend_points_used == 1) { + // only one point available, just play that animation + return blend_node(blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false); + } + + float weights[MAX_BLEND_POINTS] = {}; + + int point_lower = -1; + float pos_lower = 0.0; + int point_higher = -1; + float pos_higher = 0.0; + + // find the closest two points to blend between + for (int i = 0; i < blend_points_used; i++) { + + float pos = blend_points[i].position; + + if (pos <= blend_pos) { + if (point_lower == -1) { + point_lower = i; + pos_lower = pos; + } else if ((blend_pos - pos) < (blend_pos - pos_lower)) { + point_lower = i; + pos_lower = pos; + } + } else { + if (point_higher == -1) { + point_higher = i; + pos_higher = pos; + } else if ((pos - blend_pos) < (pos_higher - blend_pos)) { + point_higher = i; + pos_higher = pos; + } + } + } + + // fill in weights + + if (point_lower == -1) { + // we are on the left side, no other point to the left + // we just play the next point. + + weights[point_higher] = 1.0; + } else if (point_higher == -1) { + // we are on the right side, no other point to the right + // we just play the previous point + + weights[point_lower] = 1.0; + } else { + + // we are between two points. + // figure out weights, then blend the animations + + float distance_between_points = pos_higher - pos_lower; + + float current_pos_inbetween = blend_pos - pos_lower; + + float blend_percentage = current_pos_inbetween / distance_between_points; + + float blend_lower = 1.0 - blend_percentage; + float blend_higher = blend_percentage; + + weights[point_lower] = blend_lower; + weights[point_higher] = blend_higher; + } + + // actually blend the animations now + + float max_time_remaining = 0.0; + + for (int i = 0; i < blend_points_used; i++) { + float remaining = blend_node(blend_points[i].node, p_time, p_seek, weights[i], FILTER_IGNORE, false); + + max_time_remaining = MAX(max_time_remaining, remaining); + } + + return max_time_remaining; +} + +String AnimationNodeBlendSpace1D::get_caption() const { + return "BlendSpace1D"; +} + +AnimationNodeBlendSpace1D::AnimationNodeBlendSpace1D() { + + blend_points_used = 0; + max_space = 1; + min_space = -1; + + snap = 0.1; + value_label = "value"; +} + +AnimationNodeBlendSpace1D::~AnimationNodeBlendSpace1D() { + + for (int i = 0; i < blend_points_used; i++) { + blend_points[i].node->set_parent(this); + blend_points[i].node->set_tree(get_tree()); + } +} diff --git a/scene/animation/animation_blend_space_1d.h b/scene/animation/animation_blend_space_1d.h new file mode 100644 index 0000000000..774894ef4b --- /dev/null +++ b/scene/animation/animation_blend_space_1d.h @@ -0,0 +1,71 @@ +#ifndef ANIMATION_BLEND_SPACE_1D_H +#define ANIMATION_BLEND_SPACE_1D_H + +#include "scene/animation/animation_tree.h" + +class AnimationNodeBlendSpace1D : public AnimationRootNode { + GDCLASS(AnimationNodeBlendSpace1D, AnimationRootNode) + + enum { + MAX_BLEND_POINTS = 64 + }; + + struct BlendPoint { + Ref<AnimationRootNode> node; + float position; + }; + + BlendPoint blend_points[MAX_BLEND_POINTS]; + int blend_points_used; + + float blend_pos; + + float max_space; + float min_space; + + float snap; + + String value_label; + + void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node); + +protected: + virtual void _validate_property(PropertyInfo &property) const; + static void _bind_methods(); + +public: + + virtual void set_tree(AnimationTree *p_player); + + void add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index = -1); + void set_blend_point_position(int p_point, float p_position); + void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node); + + float get_blend_point_position(int p_point) const; + Ref<AnimationRootNode> get_blend_point_node(int p_point) const; + void remove_blend_point(int p_point); + int get_blend_point_count() const; + + void set_min_space(float p_min); + float get_min_space() const; + + void set_max_space(float p_max); + float get_max_space() const; + + void set_snap(float p_snap); + float get_snap() const; + + void set_blend_pos(float p_pos); + float get_blend_pos() const; + + void set_value_label(const String &p_label); + String get_value_label() const; + + float process(float p_time, bool p_seek); + String get_caption() const; + + AnimationNodeBlendSpace1D(); + ~AnimationNodeBlendSpace1D(); +}; + +#endif // ANIMATION_BLEND_SPACE_1D_H diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp new file mode 100644 index 0000000000..82db647124 --- /dev/null +++ b/scene/animation/animation_blend_space_2d.cpp @@ -0,0 +1,567 @@ +#include "animation_blend_space_2d.h" +#include "math/delaunay.h" + +void AnimationNodeBlendSpace2D::set_tree(AnimationTree *p_player) { + AnimationRootNode::set_tree(p_player); + + for(int i=0;i<blend_points_used;i++) { + blend_points[i].node->set_tree(p_player); + } +} + + +void AnimationNodeBlendSpace2D::add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index) { + ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS); + ERR_FAIL_COND(p_node.is_null()); + ERR_FAIL_COND(p_node->get_parent().is_valid()); + ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used); + + if (p_at_index == -1 || p_at_index == blend_points_used) { + p_at_index = blend_points_used; + } else { + for (int i = blend_points_used - 1; i > p_at_index; i--) { + blend_points[i] = blend_points[i - 1]; + } + for (int i = 0; i < triangles.size(); i++) { + for (int j = 0; j < 3; j++) { + if (triangles[i].points[j] >= p_at_index) { + triangles[i].points[j]++; + } + } + } + } + blend_points[p_at_index].node = p_node; + blend_points[p_at_index].position = p_position; + + blend_points[p_at_index].node->set_parent(this); + blend_points[p_at_index].node->set_tree(get_tree()); + blend_points_used++; + + if (auto_triangles) { + trianges_dirty = true; + } +} + +void AnimationNodeBlendSpace2D::set_blend_point_position(int p_point, const Vector2 &p_position) { + ERR_FAIL_INDEX(p_point, blend_points_used); + blend_points[p_point].position = p_position; + if (auto_triangles) { + trianges_dirty = true; + } +} +void AnimationNodeBlendSpace2D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) { + ERR_FAIL_INDEX(p_point, blend_points_used); + ERR_FAIL_COND(p_node.is_null()); + + if (blend_points[p_point].node.is_valid()) { + blend_points[p_point].node->set_parent(NULL); + blend_points[p_point].node->set_tree(NULL); + } + blend_points[p_point].node = p_node; + blend_points[p_point].node->set_parent(this); + blend_points[p_point].node->set_tree(get_tree()); +} +Vector2 AnimationNodeBlendSpace2D::get_blend_point_position(int p_point) const { + ERR_FAIL_INDEX_V(p_point, blend_points_used, Vector2()); + return blend_points[p_point].position; +} +Ref<AnimationRootNode> AnimationNodeBlendSpace2D::get_blend_point_node(int p_point) const { + ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref<AnimationRootNode>()); + return blend_points[p_point].node; +} +void AnimationNodeBlendSpace2D::remove_blend_point(int p_point) { + ERR_FAIL_INDEX(p_point, blend_points_used); + + blend_points[p_point].node->set_parent(NULL); + blend_points[p_point].node->set_tree(NULL); + + for (int i = 0; i < triangles.size(); i++) { + bool erase = false; + for (int j = 0; j < 3; j++) { + if (triangles[i].points[j] == p_point) { + erase = true; + break; + } else if (triangles[i].points[j] > p_point) { + triangles[i].points[j]--; + } + } + if (erase) { + triangles.remove(i); + + i--; + } + } + + for (int i = p_point; i < blend_points_used - 1; i++) { + blend_points[i] = blend_points[i + 1]; + } + blend_points_used--; +} + +int AnimationNodeBlendSpace2D::get_blend_point_count() const { + + return blend_points_used; +} + +bool AnimationNodeBlendSpace2D::has_triangle(int p_x, int p_y, int p_z) const { + + ERR_FAIL_INDEX_V(p_x, blend_points_used, false); + ERR_FAIL_INDEX_V(p_y, blend_points_used, false); + ERR_FAIL_INDEX_V(p_z, blend_points_used, false); + + BlendTriangle t; + t.points[0] = p_x; + t.points[1] = p_y; + t.points[2] = p_z; + + SortArray<int> sort; + sort.sort(t.points, 3); + + for (int i = 0; i < triangles.size(); i++) { + bool all_equal = true; + for (int j = 0; j < 3; j++) { + if (triangles[i].points[j] != t.points[j]) { + all_equal = false; + break; + } + } + if (all_equal) + return true; + } + + return false; +} + +void AnimationNodeBlendSpace2D::add_triangle(int p_x, int p_y, int p_z, int p_at_index) { + + ERR_FAIL_INDEX(p_x, blend_points_used); + ERR_FAIL_INDEX(p_y, blend_points_used); + ERR_FAIL_INDEX(p_z, blend_points_used); + + _update_triangles(); + + BlendTriangle t; + t.points[0] = p_x; + t.points[1] = p_y; + t.points[2] = p_z; + + SortArray<int> sort; + sort.sort(t.points, 3); + + for (int i = 0; i < triangles.size(); i++) { + bool all_equal = true; + for (int j = 0; j < 3; j++) { + if (triangles[i].points[j] != t.points[j]) { + all_equal = false; + break; + } + } + ERR_FAIL_COND(all_equal); + } + + if (p_at_index == -1 || p_at_index == triangles.size()) { + triangles.push_back(t); + } else { + triangles.insert(p_at_index, t); + } +} +int AnimationNodeBlendSpace2D::get_triangle_point(int p_triangle, int p_point) { + + _update_triangles(); + + ERR_FAIL_INDEX_V(p_point, 3, -1); + ERR_FAIL_INDEX_V(p_triangle, triangles.size(), -1); + return triangles[p_triangle].points[p_point]; +} +void AnimationNodeBlendSpace2D::remove_triangle(int p_triangle) { + ERR_FAIL_INDEX(p_triangle, triangles.size()); + + triangles.remove(p_triangle); +} + +int AnimationNodeBlendSpace2D::get_triangle_count() const { + return triangles.size(); +} + +void AnimationNodeBlendSpace2D::set_min_space(const Vector2 &p_min) { + + min_space = p_min; + if (min_space.x >= max_space.x) { + min_space.x = max_space.x - 1; + } + if (min_space.y >= max_space.y) { + min_space.y = max_space.y - 1; + } +} +Vector2 AnimationNodeBlendSpace2D::get_min_space() const { + return min_space; +} + +void AnimationNodeBlendSpace2D::set_max_space(const Vector2 &p_max) { + + max_space = p_max; + if (max_space.x <= min_space.x) { + max_space.x = min_space.x + 1; + } + if (max_space.y <= min_space.y) { + max_space.y = min_space.y + 1; + } +} +Vector2 AnimationNodeBlendSpace2D::get_max_space() const { + return max_space; +} + +void AnimationNodeBlendSpace2D::set_snap(const Vector2 &p_snap) { + snap = p_snap; +} +Vector2 AnimationNodeBlendSpace2D::get_snap() const { + return snap; +} + +void AnimationNodeBlendSpace2D::set_blend_position(const Vector2 &p_pos) { + blend_pos = p_pos; +} +Vector2 AnimationNodeBlendSpace2D::get_blend_position() const { + return blend_pos; +} + +void AnimationNodeBlendSpace2D::set_x_label(const String &p_label) { + x_label = p_label; +} +String AnimationNodeBlendSpace2D::get_x_label() const { + return x_label; +} + +void AnimationNodeBlendSpace2D::set_y_label(const String &p_label) { + y_label = p_label; +} +String AnimationNodeBlendSpace2D::get_y_label() const { + return y_label; +} + +void AnimationNodeBlendSpace2D::_add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node) { + if (p_index == blend_points_used) { + add_blend_point(p_node, Vector2()); + } else { + set_blend_point_node(p_index, p_node); + } +} + +void AnimationNodeBlendSpace2D::_set_triangles(const Vector<int> &p_triangles) { + + if (auto_triangles) + return; + ERR_FAIL_COND(p_triangles.size() % 3 != 0); + for (int i = 0; i < p_triangles.size(); i += 3) { + add_triangle(p_triangles[i + 0], p_triangles[i + 1], p_triangles[i + 2]); + } +} + +Vector<int> AnimationNodeBlendSpace2D::_get_triangles() const { + + Vector<int> t; + if (auto_triangles && trianges_dirty) + return t; + + t.resize(triangles.size() * 3); + for (int i = 0; i < triangles.size(); i++) { + t[i * 3 + 0] = triangles[i].points[0]; + t[i * 3 + 1] = triangles[i].points[1]; + t[i * 3 + 2] = triangles[i].points[2]; + } + return t; +} + +void AnimationNodeBlendSpace2D::_update_triangles() { + + if (!auto_triangles || !trianges_dirty) + return; + + trianges_dirty = false; + triangles.clear(); + if (blend_points_used < 3) + return; + + Vector<Vector2> points; + points.resize(blend_points_used); + for (int i = 0; i < blend_points_used; i++) { + points[i] = blend_points[i].position; + } + + Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points); + + for (int i = 0; i < triangles.size(); i++) { + add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]); + } +} + +Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) { + + _update_triangles(); + + if (triangles.size() == 0) + return Vector2(); + + Vector2 best_point; + bool first = true; + + for (int i = 0; i < triangles.size(); i++) { + Vector2 points[3]; + for (int j = 0; j < 3; j++) { + points[j] = get_blend_point_position(get_triangle_point(i, j)); + } + + if (Geometry::is_point_in_triangle(p_point, points[0], points[1], points[2])) { + + return p_point; + } + + for (int j = 0; j < 3; j++) { + Vector2 s[2] = { + points[j], + points[(j + 1) % 3] + }; + Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, s); + if (first || closest.distance_to(p_point) < best_point.distance_to(p_point)) { + best_point = closest; + first = false; + } + } + } + + return best_point; +} + +void AnimationNodeBlendSpace2D::_blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights) { + + if (p_pos.distance_squared_to(p_points[0]) < CMP_EPSILON2) { + r_weights[0] = 1; + r_weights[1] = 0; + r_weights[2] = 0; + return; + } + if (p_pos.distance_squared_to(p_points[1]) < CMP_EPSILON2) { + r_weights[0] = 0; + r_weights[1] = 1; + r_weights[2] = 0; + return; + } + if (p_pos.distance_squared_to(p_points[2]) < CMP_EPSILON2) { + r_weights[0] = 0; + r_weights[1] = 0; + r_weights[2] = 1; + return; + } + + Vector2 v0 = p_points[1] - p_points[0]; + Vector2 v1 = p_points[2] - p_points[0]; + Vector2 v2 = p_pos - p_points[0]; + + float d00 = v0.dot(v0); + float d01 = v0.dot(v1); + float d11 = v1.dot(v1); + float d20 = v2.dot(v0); + float d21 = v2.dot(v1); + float denom = (d00 * d11 - d01 * d01); + if (denom == 0) { + r_weights[0] = 1; + r_weights[1] = 0; + r_weights[2] = 0; + return; + } + float v = (d11 * d20 - d01 * d21) / denom; + float w = (d00 * d21 - d01 * d20) / denom; + float u = 1.0f - v - w; + + r_weights[0] = u; + r_weights[1] = v; + r_weights[2] = w; +} + +float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) { + + _update_triangles(); + + if (triangles.size() == 0) + return 0; + + Vector2 best_point; + bool first = true; + int blend_triangle = -1; + float blend_weights[3] = { 0, 0, 0 }; + + for (int i = 0; i < triangles.size(); i++) { + Vector2 points[3]; + for (int j = 0; j < 3; j++) { + points[j] = get_blend_point_position(get_triangle_point(i, j)); + } + + if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) { + + blend_triangle = i; + _blend_triangle(blend_pos, points, blend_weights); + break; + } + + for (int j = 0; j < 3; j++) { + Vector2 s[2] = { + points[j], + points[(j + 1) % 3] + }; + Vector2 closest = Geometry::get_closest_point_to_segment_2d(blend_pos, s); + if (first || closest.distance_to(blend_pos) < best_point.distance_to(blend_pos)) { + best_point = closest; + blend_triangle = i; + first = false; + float d = s[0].distance_to(s[1]); + if (d == 0.0) { + blend_weights[j] = 1.0; + blend_weights[(j + 1) % 3] = 0.0; + blend_weights[(j + 2) % 3] = 0.0; + } else { + float c = s[0].distance_to(closest) / d; + + blend_weights[j] = 1.0 - c; + blend_weights[(j + 1) % 3] = c; + blend_weights[(j + 2) % 3] = 0.0; + } + } + } + } + + ERR_FAIL_COND_V(blend_triangle == -1, 0); //should never reach here + + int triangle_points[3]; + for (int j = 0; j < 3; j++) { + triangle_points[j] = get_triangle_point(blend_triangle, j); + } + + first = true; + float mind; + for (int i = 0; i < blend_points_used; i++) { + + bool found = false; + for (int j = 0; j < 3; j++) { + if (i == triangle_points[j]) { + //blend with the given weight + float t = blend_node(blend_points[i].node, p_time, p_seek, blend_weights[j], FILTER_IGNORE, false); + if (first || t < mind) { + mind = t; + first = false; + } + found = true; + break; + } + } + + if (!found) { + //ignore + blend_node(blend_points[i].node, p_time, p_seek, 0, FILTER_IGNORE, false); + } + } + return mind; +} + +String AnimationNodeBlendSpace2D::get_caption() const { + return "BlendSpace2D"; +} + +void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const { + if (property.name.begins_with("blend_point_")) { + String left = property.name.get_slicec('/', 0); + int idx = left.get_slicec('_', 2).to_int(); + if (idx >= blend_points_used) { + property.usage = 0; + } + } + AnimationRootNode::_validate_property(property); +} + +void AnimationNodeBlendSpace2D::set_auto_triangles(bool p_enable) { + auto_triangles = p_enable; + if (auto_triangles) { + trianges_dirty = true; + } +} + +bool AnimationNodeBlendSpace2D::get_auto_triangles() const { + return auto_triangles; +} + +void AnimationNodeBlendSpace2D::_bind_methods() { + + ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace2D::add_blend_point, DEFVAL(-1)); + ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace2D::set_blend_point_position); + ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace2D::get_blend_point_position); + ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace2D::set_blend_point_node); + ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace2D::get_blend_point_node); + ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace2D::remove_blend_point); + ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace2D::get_blend_point_count); + + ClassDB::bind_method(D_METHOD("add_triangle", "x", "y", "z", "at_index"), &AnimationNodeBlendSpace2D::add_triangle, DEFVAL(-1)); + ClassDB::bind_method(D_METHOD("get_triangle_point", "triangle", "point"), &AnimationNodeBlendSpace2D::get_triangle_point); + ClassDB::bind_method(D_METHOD("remove_triangle", "triangle"), &AnimationNodeBlendSpace2D::remove_triangle); + ClassDB::bind_method(D_METHOD("get_triangle_count"), &AnimationNodeBlendSpace2D::get_triangle_count); + + ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace2D::set_min_space); + ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace2D::get_min_space); + + ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace2D::set_max_space); + ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace2D::get_max_space); + + ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace2D::set_snap); + ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace2D::get_snap); + + ClassDB::bind_method(D_METHOD("set_blend_position", "pos"), &AnimationNodeBlendSpace2D::set_blend_position); + ClassDB::bind_method(D_METHOD("get_blend_position"), &AnimationNodeBlendSpace2D::get_blend_position); + + ClassDB::bind_method(D_METHOD("set_x_label", "text"), &AnimationNodeBlendSpace2D::set_x_label); + ClassDB::bind_method(D_METHOD("get_x_label"), &AnimationNodeBlendSpace2D::get_x_label); + + ClassDB::bind_method(D_METHOD("set_y_label", "text"), &AnimationNodeBlendSpace2D::set_y_label); + ClassDB::bind_method(D_METHOD("get_y_label"), &AnimationNodeBlendSpace2D::get_y_label); + + ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace2D::_add_blend_point); + + ClassDB::bind_method(D_METHOD("_set_triangles", "triangles"), &AnimationNodeBlendSpace2D::_set_triangles); + ClassDB::bind_method(D_METHOD("_get_triangles"), &AnimationNodeBlendSpace2D::_get_triangles); + + ClassDB::bind_method(D_METHOD("set_auto_triangles", "enable"), &AnimationNodeBlendSpace2D::set_auto_triangles); + ClassDB::bind_method(D_METHOD("get_auto_triangles"), &AnimationNodeBlendSpace2D::get_auto_triangles); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_auto_triangles", "get_auto_triangles"); + + for (int i = 0; i < MAX_BLEND_POINTS; i++) { + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "_add_blend_point", "get_blend_point_node", i); + ADD_PROPERTYI(PropertyInfo(Variant::VECTOR2, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i); + } + + ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_triangles", "_get_triangles"); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "blend_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_blend_position", "get_blend_position"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "x_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_x_label", "get_x_label"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "y_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_y_label", "get_y_label"); +} + +AnimationNodeBlendSpace2D::AnimationNodeBlendSpace2D() { + + auto_triangles = true; + blend_points_used = 0; + max_space = Vector2(1, 1); + min_space = Vector2(-1, -1); + snap = Vector2(0.1, 0.1); + x_label = "x"; + y_label = "y"; + trianges_dirty = false; +} + +AnimationNodeBlendSpace2D::~AnimationNodeBlendSpace2D() { + + for (int i = 0; i < blend_points_used; i++) { + blend_points[i].node->set_parent(this); + blend_points[i].node->set_tree(get_tree()); + } +} diff --git a/scene/animation/animation_blend_space_2d.h b/scene/animation/animation_blend_space_2d.h new file mode 100644 index 0000000000..4778299df1 --- /dev/null +++ b/scene/animation/animation_blend_space_2d.h @@ -0,0 +1,97 @@ +#ifndef ANIMATION_BLEND_SPACE_2D_H +#define ANIMATION_BLEND_SPACE_2D_H + +#include "scene/animation/animation_tree.h" + +class AnimationNodeBlendSpace2D : public AnimationRootNode { + GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode) + + enum { + MAX_BLEND_POINTS = 64 + }; + + struct BlendPoint { + Ref<AnimationRootNode> node; + Vector2 position; + }; + + BlendPoint blend_points[MAX_BLEND_POINTS]; + int blend_points_used; + + struct BlendTriangle { + int points[3]; + }; + + Vector<BlendTriangle> triangles; + + Vector2 blend_pos; + Vector2 max_space; + Vector2 min_space; + Vector2 snap; + String x_label; + String y_label; + + void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node); + void _set_triangles(const Vector<int> &p_triangles); + Vector<int> _get_triangles() const; + + void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights); + + bool auto_triangles; + bool trianges_dirty; + + void _update_triangles(); + +protected: + virtual void _validate_property(PropertyInfo &property) const; + static void _bind_methods(); + +public: + + virtual void set_tree(AnimationTree *p_player); + + void add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index = -1); + void set_blend_point_position(int p_point, const Vector2 &p_position); + void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node); + Vector2 get_blend_point_position(int p_point) const; + Ref<AnimationRootNode> get_blend_point_node(int p_point) const; + void remove_blend_point(int p_point); + int get_blend_point_count() const; + + bool has_triangle(int p_x, int p_y, int p_z) const; + void add_triangle(int p_x, int p_y, int p_z, int p_at_index = -1); + int get_triangle_point(int p_triangle, int p_point); + void remove_triangle(int p_triangle); + int get_triangle_count() const; + + void set_min_space(const Vector2 &p_min); + Vector2 get_min_space() const; + + void set_max_space(const Vector2 &p_max); + Vector2 get_max_space() const; + + void set_snap(const Vector2 &p_snap); + Vector2 get_snap() const; + + void set_blend_position(const Vector2 &p_pos); + Vector2 get_blend_position() const; + + void set_x_label(const String &p_label); + String get_x_label() const; + + void set_y_label(const String &p_label); + String get_y_label() const; + + virtual float process(float p_time, bool p_seek); + virtual String get_caption() const; + + Vector2 get_closest_point(const Vector2 &p_point); + + void set_auto_triangles(bool p_enable); + bool get_auto_triangles() const; + + AnimationNodeBlendSpace2D(); + ~AnimationNodeBlendSpace2D(); +}; + +#endif // ANIMATION_BLEND_SPACE_2D_H diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp index a266e69bcb..946a1246ff 100644 --- a/scene/animation/animation_blend_tree.cpp +++ b/scene/animation/animation_blend_tree.cpp @@ -16,7 +16,7 @@ float AnimationNodeAnimation::get_playback_time() const { void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const { if (property.name == "animation") { - AnimationGraphPlayer *gp = get_graph_player(); + AnimationTree *gp = get_tree(); if (gp && gp->has_node(gp->get_animation_player())) { AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(gp->get_node(gp->get_animation_player())); if (ap) { @@ -36,6 +36,8 @@ void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const { } } } + + AnimationRootNode::_validate_property(property); } float AnimationNodeAnimation::process(float p_time, bool p_seek) { @@ -46,8 +48,9 @@ float AnimationNodeAnimation::process(float p_time, bool p_seek) { Ref<Animation> anim = ap->get_animation(animation); if (!anim.is_valid()) { - if (get_tree().is_valid()) { - String name = get_tree()->get_node_name(Ref<AnimationNodeAnimation>(this)); + Ref<AnimationNodeBlendTree> tree = get_parent(); + if (tree.is_valid()) { + String name = tree->get_node_name(Ref<AnimationNodeAnimation>(this)); make_invalid(vformat(RTR("On BlendTree node '%s', animation not found: '%s'"), name, animation)); } else { @@ -308,33 +311,33 @@ AnimationNodeOneShot::AnimationNodeOneShot() { //////////////////////////////////////////////// -void AnimationNodeAdd::set_amount(float p_amount) { +void AnimationNodeAdd2::set_amount(float p_amount) { amount = p_amount; } -float AnimationNodeAdd::get_amount() const { +float AnimationNodeAdd2::get_amount() const { return amount; } -String AnimationNodeAdd::get_caption() const { - return "Add"; +String AnimationNodeAdd2::get_caption() const { + return "Add2"; } -void AnimationNodeAdd::set_use_sync(bool p_sync) { +void AnimationNodeAdd2::set_use_sync(bool p_sync) { sync = p_sync; } -bool AnimationNodeAdd::is_using_sync() const { +bool AnimationNodeAdd2::is_using_sync() const { return sync; } -bool AnimationNodeAdd::has_filter() const { +bool AnimationNodeAdd2::has_filter() const { return true; } -float AnimationNodeAdd::process(float p_time, bool p_seek) { +float AnimationNodeAdd2::process(float p_time, bool p_seek) { 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); @@ -342,19 +345,19 @@ float AnimationNodeAdd::process(float p_time, bool p_seek) { return rem0; } -void AnimationNodeAdd::_bind_methods() { +void AnimationNodeAdd2::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_amount", "amount"), &AnimationNodeAdd::set_amount); - ClassDB::bind_method(D_METHOD("get_amount"), &AnimationNodeAdd::get_amount); + ClassDB::bind_method(D_METHOD("set_amount", "amount"), &AnimationNodeAdd2::set_amount); + ClassDB::bind_method(D_METHOD("get_amount"), &AnimationNodeAdd2::get_amount); - ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd::set_use_sync); - ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd::is_using_sync); + 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::REAL, "amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_amount", "get_amount"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); } -AnimationNodeAdd::AnimationNodeAdd() { +AnimationNodeAdd2::AnimationNodeAdd2() { add_input("in"); add_input("add"); @@ -362,6 +365,63 @@ AnimationNodeAdd::AnimationNodeAdd() { sync = false; } +//////////////////////////////////////////////// + +void AnimationNodeAdd3::set_amount(float p_amount) { + amount = p_amount; +} + +float AnimationNodeAdd3::get_amount() const { + return amount; +} + +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) { + + 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_amount", "amount"), &AnimationNodeAdd3::set_amount); + ClassDB::bind_method(D_METHOD("get_amount"), &AnimationNodeAdd3::get_amount); + + 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::REAL, "amount", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_amount", "get_amount"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); +} + +AnimationNodeAdd3::AnimationNodeAdd3() { + + add_input("-add"); + add_input("in"); + add_input("+add"); + amount = 0; + sync = false; +} ///////////////////////////////////////////// void AnimationNodeBlend2::set_amount(float p_amount) { @@ -596,7 +656,9 @@ void AnimationNodeTransition::set_current(int p_current) { return; ERR_FAIL_INDEX(p_current, enabled_inputs); - if (get_tree().is_valid() && current >= 0) { + Ref<AnimationNodeBlendTree> tree = get_parent(); + + if (tree.is_valid() && current >= 0) { prev = current; prev_xfading = xfade; prev_time = time; @@ -692,6 +754,8 @@ void AnimationNodeTransition::_validate_property(PropertyInfo &property) const { } } } + + AnimationNode::_validate_property(property); } void AnimationNodeTransition::_bind_methods() { @@ -754,14 +818,14 @@ void AnimationNodeBlendTree::add_node(const StringName &p_name, Ref<AnimationNod ERR_FAIL_COND(nodes.has(p_name)); ERR_FAIL_COND(p_node.is_null()); - ERR_FAIL_COND(p_node->tree != NULL); - ERR_FAIL_COND(p_node->player != NULL); + ERR_FAIL_COND(p_node->get_parent().is_valid()); + ERR_FAIL_COND(p_node->get_tree() != NULL); ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); ERR_FAIL_COND(String(p_name).find("/") != -1); nodes[p_name] = p_node; - p_node->tree = this; - p_node->player = player; + p_node->set_parent(this); + p_node->set_tree(get_tree()); emit_changed(); } @@ -796,8 +860,8 @@ void AnimationNodeBlendTree::remove_node(const StringName &p_name) { for (int i = 0; i < node->get_input_count(); i++) { node->set_input_connection(i, StringName()); } - node->tree = NULL; - node->player = NULL; + node->set_parent(NULL); + node->set_tree(NULL); } nodes.erase(p_name); @@ -958,13 +1022,13 @@ Vector2 AnimationNodeBlendTree::get_graph_offset() const { return graph_offset; } -void AnimationNodeBlendTree::set_graph_player(AnimationGraphPlayer *p_player) { +void AnimationNodeBlendTree::set_tree(AnimationTree *p_player) { - AnimationNode::set_graph_player(p_player); + AnimationNode::set_tree(p_player); for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { Ref<AnimationNode> node = E->get(); - node->set_graph_player(p_player); + node->set_tree(p_player); } } @@ -1092,14 +1156,14 @@ AnimationNodeBlendTree::AnimationNodeBlendTree() { Ref<AnimationNodeOutput> output; output.instance(); output->set_position(Vector2(300, 150)); - output->tree = this; + output->set_parent(this); nodes["output"] = output; } AnimationNodeBlendTree::~AnimationNodeBlendTree() { for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { - E->get()->tree = NULL; - E->get()->player = NULL; + E->get()->set_parent(NULL); + E->get()->set_tree(NULL); } } diff --git a/scene/animation/animation_blend_tree.h b/scene/animation/animation_blend_tree.h index 68afdf04b3..e86cc2e823 100644 --- a/scene/animation/animation_blend_tree.h +++ b/scene/animation/animation_blend_tree.h @@ -1,11 +1,11 @@ #ifndef ANIMATION_BLEND_TREE_H #define ANIMATION_BLEND_TREE_H -#include "scene/animation/animation_graph_player.h" +#include "scene/animation/animation_tree.h" -class AnimationNodeAnimation : public AnimationNode { +class AnimationNodeAnimation : public AnimationRootNode { - GDCLASS(AnimationNodeAnimation, AnimationNode); + GDCLASS(AnimationNodeAnimation, AnimationRootNode); StringName animation; @@ -94,8 +94,8 @@ public: VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode) -class AnimationNodeAdd : public AnimationNode { - GDCLASS(AnimationNodeAdd, AnimationNode); +class AnimationNodeAdd2 : public AnimationNode { + GDCLASS(AnimationNodeAdd2, AnimationNode); float amount; bool sync; @@ -115,7 +115,31 @@ public: virtual bool has_filter() const; virtual float process(float p_time, bool p_seek); - AnimationNodeAdd(); + AnimationNodeAdd2(); +}; + +class AnimationNodeAdd3 : public AnimationNode { + GDCLASS(AnimationNodeAdd3, AnimationNode); + + float amount; + bool sync; + +protected: + static void _bind_methods(); + +public: + virtual String get_caption() const; + + void set_amount(float p_amount); + float get_amount() const; + + void set_use_sync(bool p_sync); + bool is_using_sync() const; + + virtual bool has_filter() const; + virtual float process(float p_time, bool p_seek); + + AnimationNodeAdd3(); }; class AnimationNodeBlend2 : public AnimationNode { @@ -266,8 +290,8 @@ public: ///// -class AnimationNodeBlendTree : public AnimationNode { - GDCLASS(AnimationNodeBlendTree, AnimationNode) +class AnimationNodeBlendTree : public AnimationRootNode { + GDCLASS(AnimationNodeBlendTree, AnimationRootNode) Map<StringName, Ref<AnimationNode> > nodes; @@ -318,7 +342,7 @@ public: void set_graph_offset(const Vector2 &p_graph_offset); Vector2 get_graph_offset() const; - virtual void set_graph_player(AnimationGraphPlayer *p_player); + virtual void set_tree(AnimationTree *p_player); AnimationNodeBlendTree(); ~AnimationNodeBlendTree(); }; 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; +} diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h new file mode 100644 index 0000000000..e7357e09ea --- /dev/null +++ b/scene/animation/animation_node_state_machine.h @@ -0,0 +1,142 @@ +#ifndef ANIMATION_NODE_STATE_MACHINE_H +#define ANIMATION_NODE_STATE_MACHINE_H + +#include "scene/animation/animation_tree.h" + +class AnimationNodeStateMachineTransition : public Resource { + GDCLASS(AnimationNodeStateMachineTransition, Resource) +public: + enum SwitchMode { + SWITCH_MODE_IMMEDIATE, + SWITCH_MODE_SYNC, + SWITCH_MODE_AT_END, + }; + +private: + SwitchMode switch_mode; + bool auto_advance; + float xfade; + bool disabled; + int priority; + +protected: + static void _bind_methods(); + +public: + void set_switch_mode(SwitchMode p_mode); + SwitchMode get_switch_mode() const; + + void set_auto_advance(bool p_enable); + bool has_auto_advance() const; + + void set_xfade_time(float p_xfade); + float get_xfade_time() const; + + void set_disabled(bool p_disabled); + bool is_disabled() const; + + void set_priority(int p_priority); + int get_priority() const; + + AnimationNodeStateMachineTransition(); +}; + +VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode) + +class AnimationNodeStateMachine : public AnimationRootNode { + + GDCLASS(AnimationNodeStateMachine, AnimationRootNode); + +private: + Map<StringName, Ref<AnimationRootNode> > states; + + struct Transition { + + StringName from; + StringName to; + Ref<AnimationNodeStateMachineTransition> transition; + }; + + struct AStarCost { + float distance; + StringName prev; + }; + + Vector<Transition> transitions; + + float len_total; + + float len_current; + float pos_current; + int loops_current; + + bool play_start; + StringName start_node; + StringName end_node; + + Vector2 graph_offset; + + StringName current; + + StringName fading_from; + float fading_time; + float fading_pos; + + Vector<StringName> path; + bool playing; + +protected: + void _notification(int p_what); + static void _bind_methods(); + + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; + +public: + void add_node(const StringName &p_name, Ref<AnimationNode> p_node); + Ref<AnimationNode> get_node(const StringName &p_name) const; + void remove_node(const StringName &p_name); + void rename_node(const StringName &p_name, const StringName &p_new_name); + bool has_node(const StringName &p_name) const; + StringName get_node_name(const Ref<AnimationNode> &p_node) const; + void get_node_list(List<StringName> *r_nodes) const; + + bool has_transition(const StringName &p_from, const StringName &p_to) const; + int find_transition(const StringName &p_from, const StringName &p_to) const; + void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition); + Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const; + StringName get_transition_from(int p_transition) const; + StringName get_transition_to(int p_transition) const; + int get_transition_count() const; + void remove_transition_by_index(int p_transition); + void remove_transition(const StringName &p_from, const StringName &p_to); + + void set_start_node(const StringName &p_node); + String get_start_node() const; + + void set_end_node(const StringName &p_node); + String get_end_node() const; + + void set_graph_offset(const Vector2 &p_offset); + Vector2 get_graph_offset() const; + + virtual float process(float p_time, bool p_seek); + virtual String get_caption() const; + + bool travel(const StringName &p_state); + void start(const StringName &p_state); + void stop(); + bool is_playing() const; + StringName get_current_node() const; + StringName get_blend_from_node() const; + Vector<StringName> get_travel_path() const; + float get_current_play_pos() const; + float get_current_length() const; + + virtual void set_tree(AnimationTree *p_player); + + AnimationNodeStateMachine(); +}; + +#endif // ANIMATION_NODE_STATE_MACHINE_H diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 06aaeddf18..a4322bf713 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -419,14 +419,26 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float pa->capture = pa->object->get_indexed(pa->subpath); } - if (a->track_get_key_count(i) == 0) + int key_count = a->track_get_key_count(i); + if (key_count == 0) continue; //eeh not worth it float first_key_time = a->track_get_key_time(i, 0); + float transition = 1.0; + int first_key = 0; + + if (first_key_time == 0.0) { + //ignore, use for transition + if (key_count == 1) + continue; //with one key we cant do anything + transition = a->track_get_key_transition(i, 0); + first_key_time = a->track_get_key_time(i, 1); + first_key = 1; + } if (p_time < first_key_time) { - float c = p_time / first_key_time; - Variant first_value = a->track_get_key_value(i, 0); + float c = Math::ease(p_time / first_key_time, transition); + Variant first_value = a->track_get_key_value(i, first_key); Variant interp_value; Variant::interpolate(pa->capture, first_value, c, interp_value); diff --git a/scene/animation/animation_graph_player.cpp b/scene/animation/animation_tree.cpp index ee9621dc1a..011c4eb470 100644 --- a/scene/animation/animation_graph_player.cpp +++ b/scene/animation/animation_tree.cpp @@ -1,4 +1,4 @@ -#include "animation_graph_player.h" +#include "animation_tree.h" #include "animation_blend_tree.h" #include "core/method_bind_ext.gen.inc" #include "engine.h" @@ -14,8 +14,13 @@ void AnimationNode::blend_animation(const StringName &p_animation, float p_time, if (animation.is_null()) { - String name = get_tree()->get_node_name(Ref<AnimationNodeAnimation>(this)); - make_invalid(vformat(RTR("In node '%s', invalid animation: '%s'."), name, p_animation)); + Ref<AnimationNodeBlendTree> btree = get_parent(); + if (btree.is_valid()) { + String name = btree->get_node_name(Ref<AnimationNodeAnimation>(this)); + make_invalid(vformat(RTR("In node '%s', invalid animation: '%s'."), name, p_animation)); + } else { + make_invalid(vformat(RTR("Invalid animation: '%s'."), p_animation)); + } return; } @@ -51,14 +56,16 @@ void AnimationNode::make_invalid(const String &p_reason) { float AnimationNode::blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter, bool p_optimize) { ERR_FAIL_INDEX_V(p_input, inputs.size(), 0); ERR_FAIL_COND_V(!state, 0); - ERR_FAIL_COND_V(!get_graph_player(), 0); //should not happen, but used to catch bugs + ERR_FAIL_COND_V(!get_tree(), 0); //should not happen, but used to catch bugs + + Ref<AnimationNodeBlendTree> tree = get_parent(); - if (!tree && get_graph_player()->get_graph_root().ptr() != this) { + if (!tree.is_valid() && get_tree()->get_tree_root().ptr() != this) { make_invalid(RTR("Can't blend input because node is not in a tree")); return 0; } - ERR_FAIL_COND_V(!tree, 0); //should not happen + ERR_FAIL_COND_V(!tree.is_valid(), 0); //should not happen StringName anim_name = inputs[p_input].connected_to; @@ -66,7 +73,7 @@ float AnimationNode::blend_input(int p_input, float p_time, bool p_seek, float p if (node.is_null()) { - String name = get_tree()->get_node_name(Ref<AnimationNodeAnimation>(this)); + String name = tree->get_node_name(Ref<AnimationNodeAnimation>(this)); make_invalid(vformat(RTR("Nothing connected to input '%s' of node '%s'."), get_input_name(p_input), name)); return 0; } @@ -197,10 +204,10 @@ String AnimationNode::get_input_name(int p_input) { float AnimationNode::get_input_activity(int p_input) const { ERR_FAIL_INDEX_V(p_input, inputs.size(), 0); - if (!get_graph_player()) + if (!get_tree()) return 0; - if (get_graph_player()->get_last_process_pass() != inputs[p_input].last_pass) { + if (get_tree()->get_last_process_pass() != inputs[p_input].last_pass) { return 0; } return inputs[p_input].activity; @@ -218,10 +225,17 @@ void AnimationNode::set_input_connection(int p_input, const StringName &p_connec } String AnimationNode::get_caption() const { + + if (get_script_instance()) { + return get_script_instance()->call("get_caption"); + } + return "Node"; } void AnimationNode::add_input(const String &p_name) { + //root nodes cant add inputs + ERR_FAIL_COND(Object::cast_to<AnimationRootNode>(this) != NULL) Input input; ERR_FAIL_COND(p_name.find(".") != -1 || p_name.find("/") != -1); input.name = p_name; @@ -244,15 +258,26 @@ void AnimationNode::remove_input(int p_index) { emit_changed(); } -Ref<AnimationNodeBlendTree> AnimationNode::get_tree() const { - if (tree) { - return Ref<AnimationNodeBlendTree>(tree); +void AnimationNode::_set_parent(Object *p_parent) { + set_parent(Object::cast_to<AnimationNode>(p_parent)); +} + +void AnimationNode::set_parent(AnimationNode *p_parent) { + parent = p_parent; //do not use ref because parent contains children + if (get_script_instance()) { + get_script_instance()->call("_parent_set", p_parent); + } +} + +Ref<AnimationNode> AnimationNode::get_parent() const { + if (parent) { + return Ref<AnimationNode>(parent); } - return Ref<AnimationNodeBlendTree>(); + return Ref<AnimationNode>(); } -AnimationGraphPlayer *AnimationNode::get_graph_player() const { +AnimationTree *AnimationNode::get_tree() const { return player; } @@ -303,8 +328,11 @@ Vector2 AnimationNode::get_position() const { return position; } -void AnimationNode::set_graph_player(AnimationGraphPlayer *p_player) { +void AnimationNode::set_tree(AnimationTree *p_player) { + if (player != NULL && p_player == NULL) { + emit_signal("removed_from_graph"); + } player = p_player; } @@ -359,11 +387,19 @@ void AnimationNode::_bind_methods() { ClassDB::bind_method(D_METHOD("blend_node", "node", "time", "seek", "blend", "filter", "optimize"), &AnimationNode::blend_node, DEFVAL(FILTER_IGNORE), DEFVAL(true)); ClassDB::bind_method(D_METHOD("blend_input", "input_index", "time", "seek", "blend", "filter", "optimize"), &AnimationNode::blend_input, DEFVAL(FILTER_IGNORE), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("set_parent", "parent"), &AnimationNode::_set_parent); + ClassDB::bind_method(D_METHOD("get_parent"), &AnimationNode::get_parent); + ClassDB::bind_method(D_METHOD("get_tree"), &AnimationNode::get_tree); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter_enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_filter_enabled", "is_filter_enabled"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "filters", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_filters", "_get_filters"); BIND_VMETHOD(MethodInfo("process", PropertyInfo(Variant::REAL, "time"), PropertyInfo(Variant::BOOL, "seek"))); + BIND_VMETHOD(MethodInfo(Variant::STRING, "get_caption")); + BIND_VMETHOD(MethodInfo(Variant::STRING, "has_filter")); + BIND_VMETHOD(MethodInfo("_parent_set", PropertyInfo(Variant::OBJECT, "parent"))); + ADD_SIGNAL(MethodInfo("removed_from_graph")); BIND_ENUM_CONSTANT(FILTER_IGNORE); BIND_ENUM_CONSTANT(FILTER_PASS); BIND_ENUM_CONSTANT(FILTER_STOP); @@ -373,7 +409,7 @@ void AnimationNode::_bind_methods() { AnimationNode::AnimationNode() { state = NULL; - tree = NULL; + parent = NULL; player = NULL; set_local_to_scene(true); filter_enabled = false; @@ -381,10 +417,10 @@ AnimationNode::AnimationNode() { //////////////////// -void AnimationGraphPlayer::set_graph_root(const Ref<AnimationNode> &p_root) { +void AnimationTree::set_tree_root(const Ref<AnimationNode> &p_root) { if (root.is_valid()) { - root->set_graph_player(NULL); + root->set_tree(NULL); } if (p_root.is_valid()) { ERR_EXPLAIN("root node already set to another player"); @@ -393,17 +429,17 @@ void AnimationGraphPlayer::set_graph_root(const Ref<AnimationNode> &p_root) { root = p_root; if (root.is_valid()) { - root->set_graph_player(this); + root->set_tree(this); } update_configuration_warning(); } -Ref<AnimationNode> AnimationGraphPlayer::get_graph_root() const { +Ref<AnimationNode> AnimationTree::get_tree_root() const { return root; } -void AnimationGraphPlayer::set_active(bool p_active) { +void AnimationTree::set_active(bool p_active) { if (active == p_active) return; @@ -430,12 +466,12 @@ void AnimationGraphPlayer::set_active(bool p_active) { } } -bool AnimationGraphPlayer::is_active() const { +bool AnimationTree::is_active() const { return active; } -void AnimationGraphPlayer::set_process_mode(AnimationProcessMode p_mode) { +void AnimationTree::set_process_mode(AnimationProcessMode p_mode) { if (process_mode == p_mode) return; @@ -452,20 +488,20 @@ void AnimationGraphPlayer::set_process_mode(AnimationProcessMode p_mode) { } } -AnimationGraphPlayer::AnimationProcessMode AnimationGraphPlayer::get_process_mode() const { +AnimationTree::AnimationProcessMode AnimationTree::get_process_mode() const { return process_mode; } -void AnimationGraphPlayer::_node_removed(Node *p_node) { +void AnimationTree::_node_removed(Node *p_node) { cache_valid = false; } -bool AnimationGraphPlayer::_update_caches(AnimationPlayer *player) { +bool AnimationTree::_update_caches(AnimationPlayer *player) { setup_pass++; if (!player->has_node(player->get_root())) { - ERR_PRINT("AnimationGraphPlayer: AnimationPlayer root is invalid."); + ERR_PRINT("AnimationTree: AnimationPlayer root is invalid."); set_active(false); return false; } @@ -500,7 +536,7 @@ bool AnimationGraphPlayer::_update_caches(AnimationPlayer *player) { Node *child = parent->get_node_and_resource(path, resource, leftover_path); if (!child) { - ERR_PRINTS("AnimationGraphPlayer: '" + String(E->get()) + "', couldn't resolve track: '" + String(path) + "'"); + ERR_PRINTS("AnimationTree: '" + String(E->get()) + "', couldn't resolve track: '" + String(path) + "'"); continue; } @@ -530,7 +566,7 @@ bool AnimationGraphPlayer::_update_caches(AnimationPlayer *player) { Spatial *spatial = Object::cast_to<Spatial>(child); if (!spatial) { - ERR_PRINTS("AnimationGraphPlayer: '" + String(E->get()) + "', transform track does not point to spatial: '" + String(path) + "'"); + ERR_PRINTS("AnimationTree: '" + String(E->get()) + "', transform track does not point to spatial: '" + String(path) + "'"); continue; } @@ -649,7 +685,7 @@ bool AnimationGraphPlayer::_update_caches(AnimationPlayer *player) { return true; } -void AnimationGraphPlayer::_clear_caches() { +void AnimationTree::_clear_caches() { const NodePath *K = NULL; while ((K = track_cache.next(K))) { @@ -661,19 +697,20 @@ void AnimationGraphPlayer::_clear_caches() { cache_valid = false; } -void AnimationGraphPlayer::_process_graph(float p_delta) { +void AnimationTree::_process_graph(float p_delta) { //check all tracks, see if they need modification + root_motion_transform = Transform(); if (!root.is_valid()) { - ERR_PRINT("AnimationGraphPlayer: root AnimationNode is not set, disabling playback."); + ERR_PRINT("AnimationTree: root AnimationNode is not set, disabling playback."); set_active(false); cache_valid = false; return; } if (!has_node(animation_player)) { - ERR_PRINT("AnimationGraphPlayer: no valid AnimationPlayer path set, disabling playback"); + ERR_PRINT("AnimationTree: no valid AnimationPlayer path set, disabling playback"); set_active(false); cache_valid = false; return; @@ -682,7 +719,7 @@ void AnimationGraphPlayer::_process_graph(float p_delta) { AnimationPlayer *player = Object::cast_to<AnimationPlayer>(get_node(animation_player)); if (!player) { - ERR_PRINT("AnimationGraphPlayer: path points to a node not an AnimationPlayer, disabling playback"); + ERR_PRINT("AnimationTree: path points to a node not an AnimationPlayer, disabling playback"); set_active(false); cache_valid = false; return; @@ -753,6 +790,8 @@ void AnimationGraphPlayer::_process_graph(float p_delta) { continue; //may happen should not } + track->root_motion = root_motion_track == path; + ERR_CONTINUE(!state.track_map.has(path)); int blend_idx = state.track_map[path]; @@ -769,29 +808,85 @@ void AnimationGraphPlayer::_process_graph(float p_delta) { TrackCacheTransform *t = static_cast<TrackCacheTransform *>(track); - Vector3 loc; - Quat rot; - Vector3 scale; - - Error err = a->transform_track_interpolate(i, time, &loc, &rot, &scale); - //ERR_CONTINUE(err!=OK); //used for testing, should be removed - - scale -= Vector3(1.0, 1.0, 1.0); //helps make it work properly with Add nodes - - if (err != OK) - continue; - if (t->process_pass != process_pass) { t->process_pass = process_pass; t->loc = Vector3(); t->rot = Quat(); + t->rot_blend_accum = 0; t->scale = Vector3(); } - t->loc = t->loc.linear_interpolate(loc, blend); - t->rot = t->rot.slerp(rot, blend); - t->scale = t->scale.linear_interpolate(scale, blend); + if (track->root_motion) { + + float prev_time = time - delta; + if (prev_time < 0) { + if (!a->has_loop()) { + prev_time = 0; + } else { + prev_time = a->get_length() + prev_time; + } + } + + Vector3 loc[2]; + Quat rot[2]; + Vector3 scale[2]; + + if (prev_time > time) { + + Error err = a->transform_track_interpolate(i, prev_time, &loc[0], &rot[0], &scale[0]); + if (err != OK) { + continue; + } + + a->transform_track_interpolate(i, a->get_length(), &loc[1], &rot[1], &scale[1]); + + t->loc += (loc[1] - loc[0]) * blend; + t->scale += (scale[1] - scale[0]) * blend; + Quat q = Quat().slerp(rot[0].normalized().inverse() * rot[1].normalized(), blend).normalized(); + t->rot = (t->rot * q).normalized(); + + prev_time = 0; + } + + Error err = a->transform_track_interpolate(i, prev_time, &loc[0], &rot[0], &scale[0]); + if (err != OK) { + continue; + } + + a->transform_track_interpolate(i, time, &loc[1], &rot[1], &scale[1]); + + t->loc += (loc[1] - loc[0]) * blend; + t->scale += (scale[1] - scale[0]) * blend; + Quat q = Quat().slerp(rot[0].normalized().inverse() * rot[1].normalized(), blend).normalized(); + t->rot = (t->rot * q).normalized(); + + prev_time = 0; + + } else { + Vector3 loc; + Quat rot; + Vector3 scale; + + Error err = a->transform_track_interpolate(i, time, &loc, &rot, &scale); + //ERR_CONTINUE(err!=OK); //used for testing, should be removed + + scale -= Vector3(1.0, 1.0, 1.0); //helps make it work properly with Add nodes + + if (err != OK) + continue; + + t->loc = t->loc.linear_interpolate(loc, blend); + if (t->rot_blend_accum==0) { + t->rot = rot; + t->rot_blend_accum = blend; + } else { + float rot_total = t->rot_blend_accum + blend; + t->rot = rot.slerp(t->rot, t->rot_blend_accum / rot_total).normalized(); + t->rot_blend_accum = rot_total; + } + t->scale = t->scale.linear_interpolate(scale, blend); + } } break; case Animation::TYPE_VALUE: { @@ -1042,11 +1137,18 @@ void AnimationGraphPlayer::_process_graph(float p_delta) { Transform xform; xform.origin = t->loc; - t->scale += Vector3(1.0, 1.0, 1.0); //helps make it work properly with Add nodes + t->scale += Vector3(1.0, 1.0, 1.0); //helps make it work properly with Add nodes and root motion xform.basis.set_quat_scale(t->rot, t->scale); - if (t->skeleton && t->bone_idx >= 0) { + if (t->root_motion) { + + root_motion_transform = xform; + + if (t->skeleton && t->bone_idx >= 0) { + root_motion_transform = (t->skeleton->get_bone_rest(t->bone_idx) * root_motion_transform) * t->skeleton->get_bone_rest(t->bone_idx).affine_inverse(); + } + } else if (t->skeleton && t->bone_idx >= 0) { t->skeleton->set_bone_pose(t->bone_idx, xform); @@ -1076,7 +1178,7 @@ void AnimationGraphPlayer::_process_graph(float p_delta) { } } -void AnimationGraphPlayer::_notification(int p_what) { +void AnimationTree::_notification(int p_what) { if (active && p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS && process_mode == ANIMATION_PROCESS_PHYSICS) { _process_graph(get_physics_process_delta_time()); @@ -1091,29 +1193,29 @@ void AnimationGraphPlayer::_notification(int p_what) { } } -void AnimationGraphPlayer::set_animation_player(const NodePath &p_player) { +void AnimationTree::set_animation_player(const NodePath &p_player) { animation_player = p_player; update_configuration_warning(); } -NodePath AnimationGraphPlayer::get_animation_player() const { +NodePath AnimationTree::get_animation_player() const { return animation_player; } -bool AnimationGraphPlayer::is_state_invalid() const { +bool AnimationTree::is_state_invalid() const { return !state.valid; } -String AnimationGraphPlayer::get_invalid_state_reason() const { +String AnimationTree::get_invalid_state_reason() const { return state.invalid_reasons; } -uint64_t AnimationGraphPlayer::get_last_process_pass() const { +uint64_t AnimationTree::get_last_process_pass() const { return process_pass; } -String AnimationGraphPlayer::get_configuration_warning() const { +String AnimationTree::get_configuration_warning() const { String warning = Node::get_configuration_warning(); @@ -1157,28 +1259,49 @@ String AnimationGraphPlayer::get_configuration_warning() const { return warning; } -void AnimationGraphPlayer::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_active", "active"), &AnimationGraphPlayer::set_active); - ClassDB::bind_method(D_METHOD("is_active"), &AnimationGraphPlayer::is_active); +void AnimationTree::set_root_motion_track(const NodePath &p_track) { + root_motion_track = p_track; +} + +NodePath AnimationTree::get_root_motion_track() const { + return root_motion_track; +} + +Transform AnimationTree::get_root_motion_transform() const { + return root_motion_transform; +} + +void AnimationTree::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_active", "active"), &AnimationTree::set_active); + ClassDB::bind_method(D_METHOD("is_active"), &AnimationTree::is_active); + + ClassDB::bind_method(D_METHOD("set_tree_root", "root"), &AnimationTree::set_tree_root); + ClassDB::bind_method(D_METHOD("get_tree_root"), &AnimationTree::get_tree_root); + + ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &AnimationTree::set_process_mode); + ClassDB::bind_method(D_METHOD("get_process_mode"), &AnimationTree::get_process_mode); + + 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_root_motion_track", "path"), &AnimationTree::set_root_motion_track); + ClassDB::bind_method(D_METHOD("get_root_motion_track"), &AnimationTree::get_root_motion_track); - ClassDB::bind_method(D_METHOD("set_graph_root", "root"), &AnimationGraphPlayer::set_graph_root); - ClassDB::bind_method(D_METHOD("get_graph_root"), &AnimationGraphPlayer::get_graph_root); + ClassDB::bind_method(D_METHOD("get_root_motion_transform"), &AnimationTree::get_root_motion_transform); - ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &AnimationGraphPlayer::set_process_mode); - ClassDB::bind_method(D_METHOD("get_process_mode"), &AnimationGraphPlayer::get_process_mode); - ClassDB::bind_method(D_METHOD("set_animation_player", "root"), &AnimationGraphPlayer::set_animation_player); - ClassDB::bind_method(D_METHOD("get_animation_player"), &AnimationGraphPlayer::get_animation_player); - ClassDB::bind_method(D_METHOD("_node_removed"), &AnimationGraphPlayer::_node_removed); + ClassDB::bind_method(D_METHOD("_node_removed"), &AnimationTree::_node_removed); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "graph_root", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeBlendTree", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "set_graph_root", "get_graph_root"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "anim_player"), "set_animation_player", "get_animation_player"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tree_root", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "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::BOOL, "active"), "set_active", "is_active"); ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_process_mode", "get_process_mode"); + ADD_GROUP("Root Motion", "root_motion_"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "root_motion_track"), "set_root_motion_track", "get_root_motion_track"); } -AnimationGraphPlayer::AnimationGraphPlayer() { +AnimationTree::AnimationTree() { process_mode = ANIMATION_PROCESS_IDLE; active = false; @@ -1187,7 +1310,7 @@ AnimationGraphPlayer::AnimationGraphPlayer() { started = true; } -AnimationGraphPlayer::~AnimationGraphPlayer() { +AnimationTree::~AnimationTree() { if (root.is_valid()) { root->player = NULL; } diff --git a/scene/animation/animation_graph_player.h b/scene/animation/animation_tree.h index 6487a48f34..540c36437a 100644 --- a/scene/animation/animation_graph_player.h +++ b/scene/animation/animation_tree.h @@ -8,7 +8,7 @@ class AnimationNodeBlendTree; class AnimationPlayer; -class AnimationGraphPlayer; +class AnimationTree; class AnimationNode : public Resource { GDCLASS(AnimationNode, Resource) @@ -32,7 +32,7 @@ public: float process_input(int p_input, float p_time, bool p_seek, float p_blend); - friend class AnimationGraphPlayer; + friend class AnimationTree; struct AnimationState { @@ -61,9 +61,8 @@ public: void _pre_update_animations(HashMap<NodePath, int> *track_map); Vector2 position; - friend class AnimationNodeBlendTree; - AnimationNodeBlendTree *tree; - AnimationGraphPlayer *player; + AnimationNode *parent; + AnimationTree *player; float _blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true, float *r_max = NULL); @@ -83,13 +82,17 @@ protected: void _validate_property(PropertyInfo &property) const; + void _set_parent(Object *p_parent); + public: - Ref<AnimationNodeBlendTree> get_tree() const; - virtual void set_graph_player(AnimationGraphPlayer *p_player); - AnimationGraphPlayer *get_graph_player() const; + void set_parent(AnimationNode *p_parent); + Ref<AnimationNode> get_parent() const; + virtual void set_tree(AnimationTree *p_player); + AnimationTree *get_tree() const; AnimationPlayer *get_player() const; virtual float process(float p_time, bool p_seek); + virtual String get_caption() const; int get_input_count() const; String get_input_name(int p_input); @@ -101,8 +104,6 @@ public: void set_input_name(int p_input, const String &p_name); void remove_input(int p_index); - virtual String get_caption() const; - void set_filter_path(const NodePath &p_path, bool p_enable); bool is_path_filtered(const NodePath &p_path) const; @@ -119,8 +120,15 @@ public: VARIANT_ENUM_CAST(AnimationNode::FilterAction) -class AnimationGraphPlayer : public Node { - GDCLASS(AnimationGraphPlayer, Node) +//root node does not allow inputs +class AnimationRootNode : public AnimationNode { + GDCLASS(AnimationRootNode, AnimationNode) +public: + AnimationRootNode() {} +}; + +class AnimationTree : public Node { + GDCLASS(AnimationTree, Node) public: enum AnimationProcessMode { ANIMATION_PROCESS_PHYSICS, @@ -129,6 +137,8 @@ public: private: struct TrackCache { + + bool root_motion; uint64_t setup_pass; uint64_t process_pass; Animation::TrackType type; @@ -136,6 +146,7 @@ private: ObjectID object_id; TrackCache() { + root_motion = false; setup_pass = 0; process_pass = 0; object = NULL; @@ -150,6 +161,7 @@ private: int bone_idx; Vector3 loc; Quat rot; + float rot_blend_accum; Vector3 scale; TrackCacheTransform() { @@ -229,13 +241,16 @@ private: bool started; + NodePath root_motion_track; + Transform root_motion_transform; + protected: void _notification(int p_what); static void _bind_methods(); public: - void set_graph_root(const Ref<AnimationNode> &p_root); - Ref<AnimationNode> get_graph_root() const; + void set_tree_root(const Ref<AnimationNode> &p_root); + Ref<AnimationNode> get_tree_root() const; void set_active(bool p_active); bool is_active() const; @@ -251,11 +266,16 @@ public: bool is_state_invalid() const; String get_invalid_state_reason() const; + void set_root_motion_track(const NodePath &p_track); + NodePath get_root_motion_track() const; + + Transform get_root_motion_transform() const; + uint64_t get_last_process_pass() const; - AnimationGraphPlayer(); - ~AnimationGraphPlayer(); + AnimationTree(); + ~AnimationTree(); }; -VARIANT_ENUM_CAST(AnimationGraphPlayer::AnimationProcessMode) +VARIANT_ENUM_CAST(AnimationTree::AnimationProcessMode) #endif // ANIMATION_GRAPH_PLAYER_H diff --git a/scene/animation/animation_tree_player.cpp b/scene/animation/animation_tree_player.cpp index 143684bdf9..026215508b 100644 --- a/scene/animation/animation_tree_player.cpp +++ b/scene/animation/animation_tree_player.cpp @@ -1814,7 +1814,7 @@ void AnimationTreePlayer::_bind_methods() { ADD_GROUP("Playback", "playback_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_animation_process_mode", "get_animation_process_mode"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "master_player"), "set_master_player", "get_master_player"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "master_player", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationPlayer"), "set_master_player", "get_master_player"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "base_path"), "set_base_path", "get_base_path"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active"); diff --git a/scene/animation/root_motion_view.cpp b/scene/animation/root_motion_view.cpp new file mode 100644 index 0000000000..8443995720 --- /dev/null +++ b/scene/animation/root_motion_view.cpp @@ -0,0 +1,163 @@ +#include "root_motion_view.h" +#include "scene/animation/animation_tree.h" +#include "scene/resources/material.h" +void RootMotionView::set_animation_path(const NodePath &p_path) { + path = p_path; + first = true; +} + +NodePath RootMotionView::get_animation_path() const { + return path; +} + +void RootMotionView::set_color(const Color &p_color) { + color = p_color; + first = true; +} + +Color RootMotionView::get_color() const { + return color; +} + +void RootMotionView::set_cell_size(float p_size) { + cell_size = p_size; + first = true; +} + +float RootMotionView::get_cell_size() const { + return cell_size; +} + +void RootMotionView::set_radius(float p_radius) { + radius = p_radius; + first = true; +} + +float RootMotionView::get_radius() const { + return radius; +} + +void RootMotionView::_notification(int p_what) { + + if (p_what == NOTIFICATION_ENTER_TREE) { + + VS::get_singleton()->immediate_set_material(immediate, SpatialMaterial::get_material_rid_for_2d(false, true, false, false, false)); + first = true; + } + + if (p_what == NOTIFICATION_INTERNAL_PROCESS || p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) { + Transform transform; + + if (has_node(path)) { + + Node *node = get_node(path); + + AnimationTree *tree = Object::cast_to<AnimationTree>(node); + if (tree && tree->is_active() && tree->get_root_motion_track() != NodePath()) { + if (is_processing_internal() && tree->get_process_mode() == AnimationTree::ANIMATION_PROCESS_PHYSICS) { + set_process_internal(false); + set_physics_process_internal(true); + } + + if (is_physics_processing_internal() && tree->get_process_mode() == AnimationTree::ANIMATION_PROCESS_IDLE) { + set_process_internal(true); + set_physics_process_internal(false); + } + + transform = tree->get_root_motion_transform(); + } + } + + if (!first && transform == Transform()) { + return; + } + + first = false; + + transform.orthonormalize(); //dont want scale, too imprecise + transform.affine_invert(); + + accumulated = accumulated * transform; + accumulated.origin.x = Math::fposmod(accumulated.origin.x, cell_size); + accumulated.origin.y = Math::fposmod(accumulated.origin.y, cell_size); + accumulated.origin.z = Math::fposmod(accumulated.origin.z, cell_size); + + VS::get_singleton()->immediate_clear(immediate); + + int cells_in_radius = int((radius / cell_size) + 1.0); + + VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_LINES); + for (int i = -cells_in_radius; i < cells_in_radius; i++) { + for (int j = -cells_in_radius; j < cells_in_radius; j++) { + + Vector3 from(i * cell_size, 0, j * cell_size); + Vector3 from_i((i + 1) * cell_size, 0, j * cell_size); + Vector3 from_j(i * cell_size, 0, (j + 1) * cell_size); + from = accumulated.xform(from); + from_i = accumulated.xform(from_i); + from_j = accumulated.xform(from_j); + + Color c = color, c_i = color, c_j = color; + c.a *= MAX(0, 1.0 - from.length() / radius); + c_i.a *= MAX(0, 1.0 - from_i.length() / radius); + c_j.a *= MAX(0, 1.0 - from_j.length() / radius); + + VS::get_singleton()->immediate_color(immediate, c); + VS::get_singleton()->immediate_vertex(immediate, from); + + VS::get_singleton()->immediate_color(immediate, c_i); + VS::get_singleton()->immediate_vertex(immediate, from_i); + + VS::get_singleton()->immediate_color(immediate, c); + VS::get_singleton()->immediate_vertex(immediate, from); + + VS::get_singleton()->immediate_color(immediate, c_j); + VS::get_singleton()->immediate_vertex(immediate, from_j); + } + } + + VS::get_singleton()->immediate_end(immediate); + } +} + +AABB RootMotionView::get_aabb() const { + + return AABB(Vector3(-radius, 0, -radius), Vector3(radius * 2, 0.001, radius * 2)); +} +PoolVector<Face3> RootMotionView::get_faces(uint32_t p_usage_flags) const { + return PoolVector<Face3>(); +} + +void RootMotionView::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_animation_path", "path"), &RootMotionView::set_animation_path); + ClassDB::bind_method(D_METHOD("get_animation_path"), &RootMotionView::get_animation_path); + + ClassDB::bind_method(D_METHOD("set_color", "color"), &RootMotionView::set_color); + ClassDB::bind_method(D_METHOD("get_color"), &RootMotionView::get_color); + + ClassDB::bind_method(D_METHOD("set_cell_size", "size"), &RootMotionView::set_cell_size); + ClassDB::bind_method(D_METHOD("get_cell_size"), &RootMotionView::get_cell_size); + + ClassDB::bind_method(D_METHOD("set_radius", "size"), &RootMotionView::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &RootMotionView::get_radius); + + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "AnimationTree"), "set_animation_path", "get_animation_path"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_size", PROPERTY_HINT_RANGE, "0.1,16,0.01,or_greater"), "set_cell_size", "get_cell_size"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,16,0.01,or_greater"), "set_radius", "get_radius"); +} + +RootMotionView::RootMotionView() { + radius = 10; + cell_size = 1; + set_process_internal(true); + immediate = VisualServer::get_singleton()->immediate_create(); + set_base(immediate); + color = Color(0.5, 0.5, 1.0); +} + +RootMotionView::~RootMotionView() { + set_base(RID()); + VisualServer::get_singleton()->free(immediate); +} diff --git a/scene/animation/root_motion_view.h b/scene/animation/root_motion_view.h new file mode 100644 index 0000000000..65e9ff480b --- /dev/null +++ b/scene/animation/root_motion_view.h @@ -0,0 +1,43 @@ +#ifndef ROOT_MOTION_VIEW_H +#define ROOT_MOTION_VIEW_H + +#include "scene/3d/visual_instance.h" + +class RootMotionView : public VisualInstance { + GDCLASS(RootMotionView, VisualInstance) +public: + RID immediate; + NodePath path; + float cell_size; + float radius; + bool use_in_game; + Color color; + bool first; + + Transform accumulated; + +private: + void _notification(int p_what); + static void _bind_methods(); + +public: + void set_animation_path(const NodePath &p_path); + NodePath get_animation_path() const; + + void set_color(const Color &p_path); + Color get_color() const; + + void set_cell_size(float p_size); + float get_cell_size() const; + + void set_radius(float p_radius); + float get_radius() const; + + virtual AABB get_aabb() const; + virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; + + RootMotionView(); + ~RootMotionView(); +}; + +#endif // ROOT_MOTION_VIEW_H |