diff options
Diffstat (limited to 'scene')
162 files changed, 5571 insertions, 67 deletions
diff --git a/scene/2d/joints_2d.cpp b/scene/2d/joints_2d.cpp index 329382c034..7d5360c0e4 100644 --- a/scene/2d/joints_2d.cpp +++ b/scene/2d/joints_2d.cpp @@ -158,8 +158,8 @@ void Joint2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint2D::set_exclude_nodes_from_collision); ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint2D::get_exclude_nodes_from_collision); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a"), "set_node_a", "get_node_a"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b"), "set_node_b", "get_node_b"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject2D"), "set_node_a", "get_node_a"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject2D"), "set_node_b", "get_node_b"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "bias", PROPERTY_HINT_RANGE, "0,0.9,0.001"), "set_bias", "get_bias"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision"); } diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp index 4d6ebc81c3..81ed3c63c3 100644 --- a/scene/2d/polygon_2d.cpp +++ b/scene/2d/polygon_2d.cpp @@ -649,7 +649,7 @@ void Polygon2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-1440,1440,0.1"), "set_texture_rotation_degrees", "get_texture_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation"); ADD_GROUP("Skeleton", ""); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton"), "set_skeleton", "get_skeleton"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton"); ADD_GROUP("Invert", "invert_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert"); diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp index da764e032b..63c3d78dfd 100644 --- a/scene/2d/remote_transform_2d.cpp +++ b/scene/2d/remote_transform_2d.cpp @@ -201,7 +201,7 @@ void RemoteTransform2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_update_scale", "update_remote_scale"), &RemoteTransform2D::set_update_scale); ClassDB::bind_method(D_METHOD("get_update_scale"), &RemoteTransform2D::get_update_scale); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "remote_path"), "set_remote_node", "get_remote_node"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "remote_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_remote_node", "get_remote_node"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_global_coordinates"), "set_use_global_coordinates", "get_use_global_coordinates"); ADD_GROUP("Update", "update_"); diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 98275510d6..1d60037287 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -708,7 +708,7 @@ void TileMap::_erase_quadrant(Map<PosKey, Quadrant>::Element *Q) { rect_cache_dirty = true; } -void TileMap::_make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q) { +void TileMap::_make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool update) { Quadrant &q = Q->get(); if (!q.dirty_list.in_list()) @@ -719,7 +719,10 @@ void TileMap::_make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q) { pending_update = true; if (!is_inside_tree()) return; - _update_dirty_quadrants(); + + if (update) { + _update_dirty_quadrants(); + } } void TileMap::set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x, bool p_flip_y, bool p_transpose) { @@ -727,6 +730,11 @@ void TileMap::set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x, bool p_ set_cell(p_pos.x, p_pos.y, p_tile, p_flip_x, p_flip_y, p_transpose); } +void TileMap::set_celld(const Vector2 &p_pos, const Dictionary &p_data) { + + set_cell(p_pos.x, p_pos.y, p_data["id"], p_data["flip_h"], p_data["flip_y"], p_data["transpose"], p_data["auto_coord"]); +} + void TileMap::set_cell(int p_x, int p_y, int p_tile, bool p_flip_x, bool p_flip_y, bool p_transpose, Vector2 p_autotile_coord) { PosKey pk(p_x, p_y); @@ -1016,8 +1024,9 @@ void TileMap::_recreate_quadrants() { } Q->get().cells.insert(E->key()); - _make_quadrant_dirty(Q); + _make_quadrant_dirty(Q, false); } + _update_dirty_quadrants(); } void TileMap::_clear_quadrants() { @@ -1612,6 +1621,7 @@ void TileMap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_cell", "x", "y", "tile", "flip_x", "flip_y", "transpose", "autotile_coord"), &TileMap::set_cell, DEFVAL(false), DEFVAL(false), DEFVAL(false), DEFVAL(Vector2())); ClassDB::bind_method(D_METHOD("set_cellv", "position", "tile", "flip_x", "flip_y", "transpose"), &TileMap::set_cellv, DEFVAL(false), DEFVAL(false), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("set_celld", "data"), &TileMap::set_celld); ClassDB::bind_method(D_METHOD("get_cell", "x", "y"), &TileMap::get_cell); ClassDB::bind_method(D_METHOD("get_cellv", "position"), &TileMap::get_cellv); ClassDB::bind_method(D_METHOD("is_cell_x_flipped", "x", "y"), &TileMap::is_cell_x_flipped); diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index 07947004b3..3ddb143f4a 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -188,7 +188,7 @@ private: Map<PosKey, Quadrant>::Element *_create_quadrant(const PosKey &p_qk); void _erase_quadrant(Map<PosKey, Quadrant>::Element *Q); - void _make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q); + void _make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool update = true); void _recreate_quadrants(); void _clear_quadrants(); void _update_dirty_quadrants(); @@ -241,6 +241,7 @@ public: void set_cell_autotile_coord(int p_x, int p_y, const Vector2 &p_coord); Vector2 get_cell_autotile_coord(int p_x, int p_y) const; + void set_celld(const Vector2 &p_pos, const Dictionary &p_data); void set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x = false, bool p_flip_y = false, bool p_transpose = false); int get_cellv(const Vector2 &p_pos) const; diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp index 001c58ea76..4bff26a200 100644 --- a/scene/3d/arvr_nodes.cpp +++ b/scene/3d/arvr_nodes.cpp @@ -73,7 +73,10 @@ Vector3 ARVRCamera::project_local_ray_normal(const Point2 &p_pos) const { ERR_FAIL_NULL_V(arvr_server, Vector3()); Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface(); - ERR_FAIL_COND_V(arvr_interface.is_null(), Vector3()); + if (arvr_interface.is_null()) { + // we might be in the editor or have VR turned off, just call superclass + return Camera::project_local_ray_normal(p_pos); + } if (!is_inside_tree()) { ERR_EXPLAIN("Camera is not inside scene."); @@ -98,7 +101,10 @@ Point2 ARVRCamera::unproject_position(const Vector3 &p_pos) const { ERR_FAIL_NULL_V(arvr_server, Vector2()); Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface(); - ERR_FAIL_COND_V(arvr_interface.is_null(), Vector2()); + if (arvr_interface.is_null()) { + // we might be in the editor or have VR turned off, just call superclass + return Camera::unproject_position(p_pos); + } if (!is_inside_tree()) { ERR_EXPLAIN("Camera is not inside scene."); @@ -127,7 +133,10 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const { ERR_FAIL_NULL_V(arvr_server, Vector3()); Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface(); - ERR_FAIL_COND_V(arvr_interface.is_null(), Vector3()); + if (arvr_interface.is_null()) { + // we might be in the editor or have VR turned off, just call superclass + return Camera::project_position(p_point); + } if (!is_inside_tree()) { ERR_EXPLAIN("Camera is not inside scene."); @@ -157,7 +166,10 @@ Vector<Plane> ARVRCamera::get_frustum() const { ERR_FAIL_NULL_V(arvr_server, Vector<Plane>()); Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface(); - ERR_FAIL_COND_V(arvr_interface.is_null(), Vector<Plane>()); + if (arvr_interface.is_null()) { + // we might be in the editor or have VR turned off, just call superclass + return Camera::get_frustum(); + } ERR_FAIL_COND_V(!is_inside_world(), Vector<Plane>()); diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp index 80bae911d4..e836a6154a 100644 --- a/scene/3d/mesh_instance.cpp +++ b/scene/3d/mesh_instance.cpp @@ -371,7 +371,7 @@ void MeshInstance::_bind_methods() { ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton"), "set_skeleton_path", "get_skeleton_path"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path"); } MeshInstance::MeshInstance() { diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 5056fb2fe4..e851c8d643 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -979,7 +979,7 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in return colliding; } -Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { +Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { Vector3 lv = p_linear_velocity; @@ -1128,7 +1128,7 @@ Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) { void KinematicBody::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia"), &KinematicBody::_move, DEFVAL(true)); - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_slides", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(true), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45))); + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move); diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 17d2769c79..0190dcbfc3 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -303,7 +303,7 @@ public: void set_safe_margin(float p_margin); float get_safe_margin() const; - Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 0.05, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45)); + Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 0.05, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; diff --git a/scene/3d/physics_joint.cpp b/scene/3d/physics_joint.cpp index b2d10006f7..c7a002e675 100644 --- a/scene/3d/physics_joint.cpp +++ b/scene/3d/physics_joint.cpp @@ -154,8 +154,8 @@ void Joint::_bind_methods() { ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint::set_exclude_nodes_from_collision); ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint::get_exclude_nodes_from_collision); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_a"), "set_node_a", "get_node_a"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_b"), "set_node_b", "get_node_b"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject"), "set_node_a", "get_node_a"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject"), "set_node_b", "get_node_b"); ADD_PROPERTY(PropertyInfo(Variant::INT, "solver/priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision/exclude_nodes"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision"); diff --git a/scene/3d/remote_transform.cpp b/scene/3d/remote_transform.cpp index afb85f7314..2156e24cd0 100644 --- a/scene/3d/remote_transform.cpp +++ b/scene/3d/remote_transform.cpp @@ -194,7 +194,7 @@ void RemoteTransform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_update_scale", "update_remote_scale"), &RemoteTransform::set_update_scale); ClassDB::bind_method(D_METHOD("get_update_scale"), &RemoteTransform::get_update_scale); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "remote_path"), "set_remote_node", "get_remote_node"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "remote_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Spatial"), "set_remote_node", "get_remote_node"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_global_coordinates"), "set_use_global_coordinates", "get_use_global_coordinates"); ADD_GROUP("Update", "update_"); diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index 76d90dc6ff..8d91b6f09f 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -547,6 +547,8 @@ void Skeleton::localize_rests() { } } +#ifndef _3D_DISABLED + void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) { ERR_FAIL_INDEX(p_bone, bones.size()); ERR_FAIL_COND(bones[p_bone].physical_bone); @@ -691,6 +693,8 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) { _physical_bones_add_remove_collision_exception(false, this, p_exception); } +#endif // _3D_DISABLED + void Skeleton::_bind_methods() { ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone); @@ -727,11 +731,15 @@ void Skeleton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform); +#ifndef _3D_DISABLED + ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation); ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception); ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception); +#endif // _3D_DISABLED + BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON); } diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index dad11960a5..9672acb57a 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -38,7 +38,10 @@ @author Juan Linietsky <reduzio@gmail.com> */ +#ifndef _3D_DISABLED class PhysicalBone; +#endif // _3D_DISABLED + class Skeleton : public Spatial { GDCLASS(Skeleton, Spatial); @@ -64,8 +67,10 @@ class Skeleton : public Spatial { Transform transform_final; +#ifndef _3D_DISABLED PhysicalBone *physical_bone; PhysicalBone *cache_parent_physical_bone; +#endif // _3D_DISABLED List<uint32_t> nodes_bound; @@ -75,8 +80,10 @@ class Skeleton : public Spatial { ignore_animation = false; custom_pose_enable = false; disable_rest = false; +#ifndef _3D_DISABLED physical_bone = NULL; cache_parent_physical_bone = NULL; +#endif // _3D_DISABLED } }; @@ -164,6 +171,7 @@ public: void localize_rests(); // used for loaders and tools +#ifndef _3D_DISABLED // Physical bone API void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone); @@ -182,6 +190,7 @@ public: void physical_bones_start_simulation_on(const Array &p_bones); void physical_bones_add_collision_exception(RID p_exception); void physical_bones_remove_collision_exception(RID p_exception); +#endif // _3D_DISABLED public: Skeleton(); 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 new file mode 100644 index 0000000000..6dcd5ca8ea --- /dev/null +++ b/scene/animation/animation_blend_tree.cpp @@ -0,0 +1,1170 @@ +#include "animation_blend_tree.h" +#include "scene/scene_string_names.h" + +void AnimationNodeAnimation::set_animation(const StringName &p_name) { + animation = p_name; +} + +StringName AnimationNodeAnimation::get_animation() const { + return animation; +} + +float AnimationNodeAnimation::get_playback_time() const { + return time; +} + +void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const { + + if (property.name == "animation") { + 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) { + List<StringName> names; + ap->get_animation_list(&names); + String anims; + for (List<StringName>::Element *E = names.front(); E; E = E->next()) { + if (E != names.front()) { + anims += ","; + } + anims += String(E->get()); + } + if (anims != String()) { + property.hint = PROPERTY_HINT_ENUM; + property.hint_string = anims; + } + } + } + } + + AnimationRootNode::_validate_property(property); +} + +float AnimationNodeAnimation::process(float p_time, bool p_seek) { + + AnimationPlayer *ap = get_player(); + ERR_FAIL_COND_V(!ap, 0); + + Ref<Animation> anim = ap->get_animation(animation); + if (!anim.is_valid()) { + + 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 { + make_invalid(vformat(RTR("Animation not found: '%s'"), animation)); + } + + return 0; + } + + if (p_seek) { + time = p_time; + step = 0; + } else { + time = MAX(0, time + p_time); + step = p_time; + } + + float anim_size = anim->get_length(); + + if (anim->has_loop()) { + + if (anim_size) { + time = Math::fposmod(time, anim_size); + } + + } else if (time > anim_size) { + + time = anim_size; + } + + blend_animation(animation, time, step, p_seek, 1.0); + + return anim_size - time; +} + +String AnimationNodeAnimation::get_caption() const { + return "Animation"; +} + +void AnimationNodeAnimation::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationNodeAnimation::set_animation); + ClassDB::bind_method(D_METHOD("get_animation"), &AnimationNodeAnimation::get_animation); + + ClassDB::bind_method(D_METHOD("get_playback_time"), &AnimationNodeAnimation::get_playback_time); + + ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation"); +} + +AnimationNodeAnimation::AnimationNodeAnimation() { + last_version = 0; + skip = false; + time = 0; + step = 0; +} + +//////////////////////////////////////////////////////// + +void AnimationNodeOneShot::set_fadein_time(float p_time) { + + fade_in = p_time; +} + +void AnimationNodeOneShot::set_fadeout_time(float p_time) { + + fade_out = p_time; +} + +float AnimationNodeOneShot::get_fadein_time() const { + + return fade_in; +} +float AnimationNodeOneShot::get_fadeout_time() const { + + return fade_out; +} + +void AnimationNodeOneShot::set_autorestart(bool p_active) { + + autorestart = p_active; +} +void AnimationNodeOneShot::set_autorestart_delay(float p_time) { + + autorestart_delay = p_time; +} +void AnimationNodeOneShot::set_autorestart_random_delay(float p_time) { + + autorestart_random_delay = p_time; +} + +bool AnimationNodeOneShot::has_autorestart() const { + + return autorestart; +} +float AnimationNodeOneShot::get_autorestart_delay() const { + + return autorestart_delay; +} +float AnimationNodeOneShot::get_autorestart_random_delay() const { + + return autorestart_random_delay; +} + +void AnimationNodeOneShot::set_mix_mode(MixMode p_mix) { + + mix = p_mix; +} +AnimationNodeOneShot::MixMode AnimationNodeOneShot::get_mix_mode() const { + + return mix; +} + +void AnimationNodeOneShot::start() { + active = true; + do_start = true; +} +void AnimationNodeOneShot::stop() { + active = false; +} +bool AnimationNodeOneShot::is_active() const { + + return active; +} + +String AnimationNodeOneShot::get_caption() const { + return "OneShot"; +} + +bool AnimationNodeOneShot::has_filter() const { + return true; +} + +float AnimationNodeOneShot::process(float p_time, bool p_seek) { + + if (!active) { + //make it as if this node doesn't exist, pass input 0 by. + return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); + } + + bool os_seek = p_seek; + + if (p_seek) + time = p_time; + if (do_start) { + time = 0; + os_seek = true; + } + + float blend; + + if (time < fade_in) { + + if (fade_in > 0) + blend = time / fade_in; + else + blend = 0; //wtf + + } else if (!do_start && remaining < fade_out) { + + if (fade_out) + blend = (remaining / fade_out); + else + blend = 1.0; + } else + blend = 1.0; + + float main_rem; + if (mix == MIX_MODE_ADD) { + main_rem = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); + } else { + main_rem = blend_input(0, p_time, p_seek, 1.0 - blend, FILTER_BLEND, !sync); + } + + float os_rem = blend_input(1, os_seek ? time : p_time, os_seek, blend, FILTER_PASS, false); + + if (do_start) { + remaining = os_rem; + do_start = false; + } + + if (!p_seek) { + time += p_time; + remaining = os_rem; + if (remaining <= 0) + active = false; + } + + return MAX(main_rem, remaining); +} +void AnimationNodeOneShot::set_use_sync(bool p_sync) { + + sync = p_sync; +} + +bool AnimationNodeOneShot::is_using_sync() const { + + return sync; +} + +void AnimationNodeOneShot::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_fadein_time", "time"), &AnimationNodeOneShot::set_fadein_time); + ClassDB::bind_method(D_METHOD("get_fadein_time"), &AnimationNodeOneShot::get_fadein_time); + + ClassDB::bind_method(D_METHOD("set_fadeout_time", "time"), &AnimationNodeOneShot::set_fadeout_time); + ClassDB::bind_method(D_METHOD("get_fadeout_time"), &AnimationNodeOneShot::get_fadeout_time); + + ClassDB::bind_method(D_METHOD("set_autorestart", "enable"), &AnimationNodeOneShot::set_autorestart); + ClassDB::bind_method(D_METHOD("has_autorestart"), &AnimationNodeOneShot::has_autorestart); + + ClassDB::bind_method(D_METHOD("set_autorestart_delay", "enable"), &AnimationNodeOneShot::set_autorestart_delay); + ClassDB::bind_method(D_METHOD("get_autorestart_delay"), &AnimationNodeOneShot::get_autorestart_delay); + + ClassDB::bind_method(D_METHOD("set_autorestart_random_delay", "enable"), &AnimationNodeOneShot::set_autorestart_random_delay); + ClassDB::bind_method(D_METHOD("get_autorestart_random_delay"), &AnimationNodeOneShot::get_autorestart_random_delay); + + ClassDB::bind_method(D_METHOD("set_mix_mode", "mode"), &AnimationNodeOneShot::set_mix_mode); + ClassDB::bind_method(D_METHOD("get_mix_mode"), &AnimationNodeOneShot::get_mix_mode); + + ClassDB::bind_method(D_METHOD("start"), &AnimationNodeOneShot::start); + ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeOneShot::stop); + ClassDB::bind_method(D_METHOD("is_active"), &AnimationNodeOneShot::is_active); + + ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeOneShot::set_use_sync); + ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeOneShot::is_using_sync); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadein_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadein_time", "get_fadein_time"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadeout_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadeout_time", "get_fadeout_time"); + + ADD_GROUP("autorestart_", "Auto Restart"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autorestart"), "set_autorestart", "has_autorestart"); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_delay", "get_autorestart_delay"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_random_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_random_delay", "get_autorestart_random_delay"); + + ADD_GROUP("", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); + + BIND_CONSTANT(MIX_MODE_BLEND) + BIND_CONSTANT(MIX_MODE_ADD) +} + +AnimationNodeOneShot::AnimationNodeOneShot() { + + add_input("in"); + add_input("shot"); + + time = 0; + fade_in = 0.1; + fade_out = 0.1; + autorestart = false; + autorestart_delay = 1; + autorestart_remaining = 0; + mix = MIX_MODE_BLEND; + active = false; + do_start = false; + sync = false; +} + +//////////////////////////////////////////////// + +void AnimationNodeAdd2::set_amount(float p_amount) { + amount = p_amount; +} + +float AnimationNodeAdd2::get_amount() const { + return amount; +} + +String AnimationNodeAdd2::get_caption() const { + return "Add2"; +} +void AnimationNodeAdd2::set_use_sync(bool p_sync) { + + sync = p_sync; +} + +bool AnimationNodeAdd2::is_using_sync() const { + + return sync; +} + +bool AnimationNodeAdd2::has_filter() const { + + return true; +} + +float AnimationNodeAdd2::process(float p_time, bool p_seek) { + + float rem0 = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync); + blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync); + + return rem0; +} + +void AnimationNodeAdd2::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_amount", "amount"), &AnimationNodeAdd2::set_amount); + ClassDB::bind_method(D_METHOD("get_amount"), &AnimationNodeAdd2::get_amount); + + 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"); +} + +AnimationNodeAdd2::AnimationNodeAdd2() { + + add_input("in"); + add_input("add"); + amount = 0; + 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) { + amount = p_amount; +} + +float AnimationNodeBlend2::get_amount() const { + return amount; +} +String AnimationNodeBlend2::get_caption() const { + return "Blend2"; +} + +float AnimationNodeBlend2::process(float p_time, bool p_seek) { + + float rem0 = blend_input(0, p_time, p_seek, 1.0 - amount, FILTER_BLEND, !sync); + float rem1 = blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync); + + return amount > 0.5 ? rem1 : rem0; //hacky but good enough +} + +void AnimationNodeBlend2::set_use_sync(bool p_sync) { + + sync = p_sync; +} + +bool AnimationNodeBlend2::is_using_sync() const { + + return sync; +} + +bool AnimationNodeBlend2::has_filter() const { + + return true; +} +void AnimationNodeBlend2::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_amount", "amount"), &AnimationNodeBlend2::set_amount); + ClassDB::bind_method(D_METHOD("get_amount"), &AnimationNodeBlend2::get_amount); + + ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend2::set_use_sync); + ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend2::is_using_sync); + + ADD_PROPERTY(PropertyInfo(Variant::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"); +} +AnimationNodeBlend2::AnimationNodeBlend2() { + add_input("in"); + add_input("blend"); + sync = false; + + amount = 0; +} + +////////////////////////////////////// + +void AnimationNodeBlend3::set_amount(float p_amount) { + amount = p_amount; +} + +float AnimationNodeBlend3::get_amount() const { + return amount; +} + +String AnimationNodeBlend3::get_caption() const { + return "Blend3"; +} + +void AnimationNodeBlend3::set_use_sync(bool p_sync) { + + sync = p_sync; +} + +bool AnimationNodeBlend3::is_using_sync() const { + + return sync; +} + +float AnimationNodeBlend3::process(float p_time, bool p_seek) { + + float rem0 = blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_IGNORE, !sync); + float rem1 = blend_input(1, p_time, p_seek, 1.0 - ABS(amount), FILTER_IGNORE, !sync); + float rem2 = blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_IGNORE, !sync); + + return amount > 0.5 ? rem2 : (amount < -0.5 ? rem0 : rem1); //hacky but good enough +} + +void AnimationNodeBlend3::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_amount", "amount"), &AnimationNodeBlend3::set_amount); + ClassDB::bind_method(D_METHOD("get_amount"), &AnimationNodeBlend3::get_amount); + + ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend3::set_use_sync); + ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend3::is_using_sync); + + ADD_PROPERTY(PropertyInfo(Variant::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"); +} +AnimationNodeBlend3::AnimationNodeBlend3() { + add_input("-blend"); + add_input("in"); + add_input("+blend"); + sync = false; + amount = 0; +} + +///////////////////////////////// + +void AnimationNodeTimeScale::set_scale(float p_scale) { + scale = p_scale; +} + +float AnimationNodeTimeScale::get_scale() const { + return scale; +} + +String AnimationNodeTimeScale::get_caption() const { + return "TimeScale"; +} + +float AnimationNodeTimeScale::process(float p_time, bool p_seek) { + + if (p_seek) { + return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false); + } else { + return blend_input(0, p_time * scale, false, 1.0, FILTER_IGNORE, false); + } +} + +void AnimationNodeTimeScale::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_scale", "scale"), &AnimationNodeTimeScale::set_scale); + ClassDB::bind_method(D_METHOD("get_scale"), &AnimationNodeTimeScale::get_scale); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,32,0.01,or_greater"), "set_scale", "get_scale"); +} +AnimationNodeTimeScale::AnimationNodeTimeScale() { + add_input("in"); + scale = 1.0; +} + +//////////////////////////////////// + +void AnimationNodeTimeSeek::set_seek_pos(float p_seek_pos) { + seek_pos = p_seek_pos; +} + +float AnimationNodeTimeSeek::get_seek_pos() const { + return seek_pos; +} + +String AnimationNodeTimeSeek::get_caption() const { + return "Seek"; +} + +float AnimationNodeTimeSeek::process(float p_time, bool p_seek) { + + if (p_seek) { + return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false); + } else if (seek_pos >= 0) { + float ret = blend_input(0, seek_pos, true, 1.0, FILTER_IGNORE, false); + seek_pos = -1; + _change_notify("seek_pos"); + return ret; + } else { + return blend_input(0, p_time, false, 1.0, FILTER_IGNORE, false); + } +} + +void AnimationNodeTimeSeek::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_seek_pos", "seek_pos"), &AnimationNodeTimeSeek::set_seek_pos); + ClassDB::bind_method(D_METHOD("get_seek_pos"), &AnimationNodeTimeSeek::get_seek_pos); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "seek_pos", PROPERTY_HINT_RANGE, "-1,3600,0.01,or_greater"), "set_seek_pos", "get_seek_pos"); +} +AnimationNodeTimeSeek::AnimationNodeTimeSeek() { + add_input("in"); + seek_pos = -1; +} + +///////////////////////////////////////////////// + +String AnimationNodeTransition::get_caption() const { + return "Transition"; +} + +void AnimationNodeTransition::_update_inputs() { + while (get_input_count() < enabled_inputs) { + add_input(inputs[get_input_count()].name); + } + + while (get_input_count() > enabled_inputs) { + remove_input(get_input_count() - 1); + } +} + +void AnimationNodeTransition::set_enabled_inputs(int p_inputs) { + ERR_FAIL_INDEX(p_inputs, MAX_INPUTS); + enabled_inputs = p_inputs; + _update_inputs(); +} + +int AnimationNodeTransition::get_enabled_inputs() { + return enabled_inputs; +} + +void AnimationNodeTransition::set_input_as_auto_advance(int p_input, bool p_enable) { + ERR_FAIL_INDEX(p_input, MAX_INPUTS); + inputs[p_input].auto_advance = p_enable; +} + +bool AnimationNodeTransition::is_input_set_as_auto_advance(int p_input) const { + ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, false); + return inputs[p_input].auto_advance; +} + +void AnimationNodeTransition::set_input_caption(int p_input, const String &p_name) { + ERR_FAIL_INDEX(p_input, MAX_INPUTS); + inputs[p_input].name = p_name; + set_input_name(p_input, p_name); +} + +String AnimationNodeTransition::get_input_caption(int p_input) const { + ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, String()); + return inputs[p_input].name; +} + +void AnimationNodeTransition::set_current(int p_current) { + + if (current == p_current) + return; + ERR_FAIL_INDEX(p_current, enabled_inputs); + + Ref<AnimationNodeBlendTree> tree = get_parent(); + + if (tree.is_valid() && current >= 0) { + prev = current; + prev_xfading = xfade; + prev_time = time; + time = 0; + current = p_current; + switched = true; + _change_notify("current"); + } else { + current = p_current; + } +} + +int AnimationNodeTransition::get_current() const { + return current; +} +void AnimationNodeTransition::set_cross_fade_time(float p_fade) { + xfade = p_fade; +} + +float AnimationNodeTransition::get_cross_fade_time() const { + return xfade; +} + +float AnimationNodeTransition::process(float p_time, bool p_seek) { + + if (prev < 0) { // process current animation, check for transition + + float rem = blend_input(current, p_time, p_seek, 1.0, FILTER_IGNORE, false); + + if (p_seek) + time = p_time; + else + time += p_time; + + if (inputs[current].auto_advance && rem <= xfade) { + + set_current((current + 1) % enabled_inputs); + } + + return rem; + } else { // cross-fading from prev to current + + float blend = xfade ? (prev_xfading / xfade) : 1; + + float rem; + + if (!p_seek && switched) { //just switched, seek to start of current + + rem = blend_input(current, 0, true, 1.0 - blend, FILTER_IGNORE, false); + } else { + + rem = blend_input(current, p_time, p_seek, 1.0 - blend, FILTER_IGNORE, false); + } + + switched = false; + + if (p_seek) { // don't seek prev animation + blend_input(prev, 0, false, blend, FILTER_IGNORE, false); + time = p_time; + } else { + blend_input(prev, p_time, false, blend, FILTER_IGNORE, false); + time += p_time; + prev_xfading -= p_time; + if (prev_xfading < 0) { + prev = -1; + } + } + + return rem; + } +} + +void AnimationNodeTransition::_validate_property(PropertyInfo &property) const { + + if (property.name == "current" && enabled_inputs > 0) { + property.hint = PROPERTY_HINT_ENUM; + String anims; + for (int i = 0; i < enabled_inputs; i++) { + if (i > 0) { + anims += ","; + } + anims += inputs[i].name; + } + property.hint_string = anims; + } + + if (property.name.begins_with("input_")) { + String n = property.name.get_slicec('/', 0).get_slicec('_', 1); + if (n != "count") { + int idx = n.to_int(); + if (idx >= enabled_inputs) { + property.usage = 0; + } + } + } + + AnimationNode::_validate_property(property); +} + +void AnimationNodeTransition::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_enabled_inputs", "amount"), &AnimationNodeTransition::set_enabled_inputs); + ClassDB::bind_method(D_METHOD("get_enabled_inputs"), &AnimationNodeTransition::get_enabled_inputs); + + ClassDB::bind_method(D_METHOD("set_input_as_auto_advance", "input", "enable"), &AnimationNodeTransition::set_input_as_auto_advance); + ClassDB::bind_method(D_METHOD("is_input_set_as_auto_advance", "input"), &AnimationNodeTransition::is_input_set_as_auto_advance); + + ClassDB::bind_method(D_METHOD("set_input_caption", "input", "caption"), &AnimationNodeTransition::set_input_caption); + ClassDB::bind_method(D_METHOD("get_input_caption", "input"), &AnimationNodeTransition::get_input_caption); + + ClassDB::bind_method(D_METHOD("set_current", "index"), &AnimationNodeTransition::set_current); + ClassDB::bind_method(D_METHOD("get_current"), &AnimationNodeTransition::get_current); + + ClassDB::bind_method(D_METHOD("set_cross_fade_time", "time"), &AnimationNodeTransition::set_cross_fade_time); + ClassDB::bind_method(D_METHOD("get_cross_fade_time"), &AnimationNodeTransition::get_cross_fade_time); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "input_count", PROPERTY_HINT_RANGE, "0,64,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_enabled_inputs", "get_enabled_inputs"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "current", PROPERTY_HINT_RANGE, "0,64,1"), "set_current", "get_current"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,120,0.01"), "set_cross_fade_time", "get_cross_fade_time"); + + for (int i = 0; i < MAX_INPUTS; i++) { + ADD_PROPERTYI(PropertyInfo(Variant::STRING, "input_" + itos(i) + "/name"), "set_input_caption", "get_input_caption", i); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "input_" + itos(i) + "/auto_advance"), "set_input_as_auto_advance", "is_input_set_as_auto_advance", i); + } +} + +AnimationNodeTransition::AnimationNodeTransition() { + enabled_inputs = 0; + xfade = 0; + current = -1; + prev = -1; + prev_time = 0; + prev_xfading = 0; + switched = false; + for (int i = 0; i < MAX_INPUTS; i++) { + inputs[i].auto_advance = false; + inputs[i].name = itos(i + 1); + } +} + +///////////////////// + +String AnimationNodeOutput::get_caption() const { + return "Output"; +} + +float AnimationNodeOutput::process(float p_time, bool p_seek) { + return blend_input(0, p_time, p_seek, 1.0); +} + +AnimationNodeOutput::AnimationNodeOutput() { + add_input("output"); +} + +/////////////////////////////////////////////////////// +void AnimationNodeBlendTree::add_node(const StringName &p_name, Ref<AnimationNode> p_node) { + + ERR_FAIL_COND(nodes.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(p_name == SceneStringNames::get_singleton()->output); + ERR_FAIL_COND(String(p_name).find("/") != -1); + nodes[p_name] = p_node; + + p_node->set_parent(this); + p_node->set_tree(get_tree()); + + emit_changed(); +} + +Ref<AnimationNode> AnimationNodeBlendTree::get_node(const StringName &p_name) const { + + ERR_FAIL_COND_V(!nodes.has(p_name), Ref<AnimationNode>()); + + return nodes[p_name]; +} + +StringName AnimationNodeBlendTree::get_node_name(const Ref<AnimationNode> &p_node) const { + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + if (E->get() == p_node) { + return E->key(); + } + } + + ERR_FAIL_V(StringName()); +} +bool AnimationNodeBlendTree::has_node(const StringName &p_name) const { + return nodes.has(p_name); +} +void AnimationNodeBlendTree::remove_node(const StringName &p_name) { + + ERR_FAIL_COND(!nodes.has(p_name)); + ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); //can't delete output + + { + //erase node connections + Ref<AnimationNode> node = nodes[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); + } + + nodes.erase(p_name); + + //erase connections to name + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + Ref<AnimationNode> node = E->get(); + for (int i = 0; i < node->get_input_count(); i++) { + if (node->get_input_connection(i) == p_name) { + node->set_input_connection(i, StringName()); + } + } + } + + emit_changed(); +} + +void AnimationNodeBlendTree::rename_node(const StringName &p_name, const StringName &p_new_name) { + + ERR_FAIL_COND(!nodes.has(p_name)); + ERR_FAIL_COND(nodes.has(p_new_name)); + ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); + ERR_FAIL_COND(p_new_name == SceneStringNames::get_singleton()->output); + + nodes[p_new_name] = nodes[p_name]; + nodes.erase(p_name); + + //rename connections + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + Ref<AnimationNode> node = E->get(); + for (int i = 0; i < node->get_input_count(); i++) { + if (node->get_input_connection(i) == p_name) { + node->set_input_connection(i, p_new_name); + } + } + } +} + +void AnimationNodeBlendTree::connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) { + + ERR_FAIL_COND(!nodes.has(p_output_node)); + ERR_FAIL_COND(!nodes.has(p_input_node)); + ERR_FAIL_COND(p_output_node == SceneStringNames::get_singleton()->output); + ERR_FAIL_COND(p_input_node == p_output_node); + + Ref<AnimationNode> input = nodes[p_input_node]; + ERR_FAIL_INDEX(p_input_index, input->get_input_count()); + + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + Ref<AnimationNode> node = E->get(); + for (int i = 0; i < node->get_input_count(); i++) { + StringName output = node->get_input_connection(i); + ERR_FAIL_COND(output == p_output_node); + } + } + + input->set_input_connection(p_input_index, p_output_node); + emit_changed(); +} + +void AnimationNodeBlendTree::disconnect_node(const StringName &p_node, int p_input_index) { + + ERR_FAIL_COND(!nodes.has(p_node)); + + Ref<AnimationNode> input = nodes[p_node]; + ERR_FAIL_INDEX(p_input_index, input->get_input_count()); + + input->set_input_connection(p_input_index, StringName()); +} + +float AnimationNodeBlendTree::get_connection_activity(const StringName &p_input_node, int p_input_index) const { + + ERR_FAIL_COND_V(!nodes.has(p_input_node), 0); + + Ref<AnimationNode> input = nodes[p_input_node]; + ERR_FAIL_INDEX_V(p_input_index, input->get_input_count(), 0); + + return input->get_input_activity(p_input_index); +} + +AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const { + + if (!nodes.has(p_output_node) || p_output_node == SceneStringNames::get_singleton()->output) { + return CONNECTION_ERROR_NO_OUTPUT; + } + + if (!nodes.has(p_input_node)) { + return CONNECTION_ERROR_NO_INPUT; + } + + if (!nodes.has(p_input_node)) { + return CONNECTION_ERROR_SAME_NODE; + } + + Ref<AnimationNode> input = nodes[p_input_node]; + + if (p_input_index < 0 || p_input_index >= input->get_input_count()) { + return CONNECTION_ERROR_NO_INPUT_INDEX; + } + + if (input->get_input_connection(p_input_index) != StringName()) { + return CONNECTION_ERROR_CONNECTION_EXISTS; + } + + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + Ref<AnimationNode> node = E->get(); + for (int i = 0; i < node->get_input_count(); i++) { + StringName output = node->get_input_connection(i); + if (output == p_output_node) { + return CONNECTION_ERROR_CONNECTION_EXISTS; + } + } + } + return CONNECTION_OK; +} + +void AnimationNodeBlendTree::get_node_connections(List<NodeConnection> *r_connections) const { + + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + Ref<AnimationNode> node = E->get(); + for (int i = 0; i < node->get_input_count(); i++) { + StringName output = node->get_input_connection(i); + if (output != StringName()) { + NodeConnection nc; + nc.input_node = E->key(); + nc.input_index = i; + nc.output_node = output; + r_connections->push_back(nc); + } + } + } +} + +String AnimationNodeBlendTree::get_caption() const { + return "BlendTree"; +} + +float AnimationNodeBlendTree::process(float p_time, bool p_seek) { + + Ref<AnimationNodeOutput> output = nodes[SceneStringNames::get_singleton()->output]; + return blend_node(output, p_time, p_seek, 1.0); +} + +void AnimationNodeBlendTree::get_node_list(List<StringName> *r_list) { + + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + r_list->push_back(E->key()); + } +} + +void AnimationNodeBlendTree::set_graph_offset(const Vector2 &p_graph_offset) { + + graph_offset = p_graph_offset; +} + +Vector2 AnimationNodeBlendTree::get_graph_offset() const { + + return graph_offset; +} + +void AnimationNodeBlendTree::set_tree(AnimationTree *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_tree(p_player); + } +} + +bool AnimationNodeBlendTree::_set(const StringName &p_name, const Variant &p_value) { + + String name = p_name; + if (name.begins_with("nodes/")) { + + String node_name = name.get_slicec('/', 1); + String what = name.get_slicec('/', 2); + + if (what == "node") { + Ref<AnimationNode> anode = p_value; + if (anode.is_valid()) { + add_node(node_name, p_value); + } + return true; + } + + if (what == "position") { + + if (nodes.has(node_name)) { + nodes[node_name]->set_position(p_value); + } + return true; + } + } else if (name == "node_connections") { + + Array conns = p_value; + ERR_FAIL_COND_V(conns.size() % 3 != 0, false); + + for (int i = 0; i < conns.size(); i += 3) { + connect_node(conns[i], conns[i + 1], conns[i + 2]); + } + return true; + } + + return false; +} + +bool AnimationNodeBlendTree::_get(const StringName &p_name, Variant &r_ret) const { + + String name = p_name; + if (name.begins_with("nodes/")) { + String node_name = name.get_slicec('/', 1); + String what = name.get_slicec('/', 2); + + if (what == "node") { + if (nodes.has(node_name)) { + r_ret = nodes[node_name]; + return true; + } + } + + if (what == "position") { + + if (nodes.has(node_name)) { + r_ret = nodes[node_name]->get_position(); + return true; + } + } + } else if (name == "node_connections") { + List<NodeConnection> nc; + get_node_connections(&nc); + Array conns; + conns.resize(nc.size() * 3); + + int idx = 0; + for (List<NodeConnection>::Element *E = nc.front(); E; E = E->next()) { + conns[idx * 3 + 0] = E->get().input_node; + conns[idx * 3 + 1] = E->get().input_index; + conns[idx * 3 + 2] = E->get().output_node; + idx++; + } + + r_ret = conns; + return true; + } + + return false; +} +void AnimationNodeBlendTree::_get_property_list(List<PropertyInfo> *p_list) const { + + List<StringName> names; + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + names.push_back(E->key()); + } + names.sort_custom<StringName::AlphCompare>(); + + for (List<StringName>::Element *E = names.front(); E; E = E->next()) { + String name = E->get(); + if (name != "output") { + p_list->push_back(PropertyInfo(Variant::OBJECT, "nodes/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); + } + p_list->push_back(PropertyInfo(Variant::VECTOR2, "nodes/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); + } + + p_list->push_back(PropertyInfo(Variant::ARRAY, "node_connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); +} + +void AnimationNodeBlendTree::_bind_methods() { + + ClassDB::bind_method(D_METHOD("add_node", "name", "node"), &AnimationNodeBlendTree::add_node); + ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeBlendTree::get_node); + ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeBlendTree::remove_node); + ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeBlendTree::rename_node); + ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeBlendTree::has_node); + ClassDB::bind_method(D_METHOD("connect_node", "input_node", "input_index", "output_node"), &AnimationNodeBlendTree::connect_node); + ClassDB::bind_method(D_METHOD("disconnect_node", "input_node", "input_index"), &AnimationNodeBlendTree::disconnect_node); + + ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeBlendTree::set_graph_offset); + ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeBlendTree::get_graph_offset); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset"); + + BIND_CONSTANT(CONNECTION_OK); + BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT); + BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT_INDEX); + BIND_CONSTANT(CONNECTION_ERROR_NO_OUTPUT); + BIND_CONSTANT(CONNECTION_ERROR_SAME_NODE); + BIND_CONSTANT(CONNECTION_ERROR_CONNECTION_EXISTS); +} + +AnimationNodeBlendTree::AnimationNodeBlendTree() { + + Ref<AnimationNodeOutput> output; + output.instance(); + output->set_position(Vector2(300, 150)); + output->set_parent(this); + nodes["output"] = output; +} + +AnimationNodeBlendTree::~AnimationNodeBlendTree() { + + for (Map<StringName, Ref<AnimationNode> >::Element *E = nodes.front(); E; E = E->next()) { + 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 new file mode 100644 index 0000000000..e86cc2e823 --- /dev/null +++ b/scene/animation/animation_blend_tree.h @@ -0,0 +1,352 @@ +#ifndef ANIMATION_BLEND_TREE_H +#define ANIMATION_BLEND_TREE_H + +#include "scene/animation/animation_tree.h" + +class AnimationNodeAnimation : public AnimationRootNode { + + GDCLASS(AnimationNodeAnimation, AnimationRootNode); + + StringName animation; + + uint64_t last_version; + float time; + float step; + bool skip; + +protected: + void _validate_property(PropertyInfo &property) const; + + static void _bind_methods(); + +public: + virtual String get_caption() const; + virtual float process(float p_time, bool p_seek); + + void set_animation(const StringName &p_name); + StringName get_animation() const; + + float get_playback_time() const; + + AnimationNodeAnimation(); +}; + +class AnimationNodeOneShot : public AnimationNode { + GDCLASS(AnimationNodeOneShot, AnimationNode); + +public: + enum MixMode { + MIX_MODE_BLEND, + MIX_MODE_ADD + }; + +private: + bool active; + bool do_start; + float fade_in; + float fade_out; + + bool autorestart; + float autorestart_delay; + float autorestart_random_delay; + MixMode mix; + + float time; + float remaining; + float autorestart_remaining; + bool sync; + +protected: + static void _bind_methods(); + +public: + virtual String get_caption() const; + + void set_fadein_time(float p_time); + void set_fadeout_time(float p_time); + + float get_fadein_time() const; + float get_fadeout_time() const; + + void set_autorestart(bool p_active); + void set_autorestart_delay(float p_time); + void set_autorestart_random_delay(float p_time); + + bool has_autorestart() const; + float get_autorestart_delay() const; + float get_autorestart_random_delay() const; + + void set_mix_mode(MixMode p_mix); + MixMode get_mix_mode() const; + + void start(); + void stop(); + bool is_active() 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); + + AnimationNodeOneShot(); +}; + +VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode) + +class AnimationNodeAdd2 : public AnimationNode { + GDCLASS(AnimationNodeAdd2, 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); + + 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 { + GDCLASS(AnimationNodeBlend2, AnimationNode); + + float amount; + bool sync; + +protected: + static void _bind_methods(); + +public: + virtual String get_caption() const; + virtual float process(float p_time, bool p_seek); + + 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; + AnimationNodeBlend2(); +}; + +class AnimationNodeBlend3 : public AnimationNode { + GDCLASS(AnimationNodeBlend3, 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; + + float process(float p_time, bool p_seek); + AnimationNodeBlend3(); +}; + +class AnimationNodeTimeScale : public AnimationNode { + GDCLASS(AnimationNodeTimeScale, AnimationNode); + + float scale; + +protected: + static void _bind_methods(); + +public: + virtual String get_caption() const; + + void set_scale(float p_scale); + float get_scale() const; + + float process(float p_time, bool p_seek); + + AnimationNodeTimeScale(); +}; + +class AnimationNodeTimeSeek : public AnimationNode { + GDCLASS(AnimationNodeTimeSeek, AnimationNode); + + float seek_pos; + +protected: + static void _bind_methods(); + +public: + virtual String get_caption() const; + + void set_seek_pos(float p_sec); + float get_seek_pos() const; + + float process(float p_time, bool p_seek); + + AnimationNodeTimeSeek(); +}; + +class AnimationNodeTransition : public AnimationNode { + GDCLASS(AnimationNodeTransition, AnimationNode); + + enum { + MAX_INPUTS = 32 + }; + struct InputData { + + String name; + bool auto_advance; + InputData() { auto_advance = false; } + }; + + InputData inputs[MAX_INPUTS]; + int enabled_inputs; + + float prev_time; + float prev_xfading; + int prev; + bool switched; + + float time; + int current; + + float xfade; + + void _update_inputs(); + +protected: + static void _bind_methods(); + void _validate_property(PropertyInfo &property) const; + +public: + virtual String get_caption() const; + + void set_enabled_inputs(int p_inputs); + int get_enabled_inputs(); + + void set_input_as_auto_advance(int p_input, bool p_enable); + bool is_input_set_as_auto_advance(int p_input) const; + + void set_input_caption(int p_input, const String &p_name); + String get_input_caption(int p_input) const; + + void set_current(int p_current); + int get_current() const; + + void set_cross_fade_time(float p_fade); + float get_cross_fade_time() const; + + float process(float p_time, bool p_seek); + + AnimationNodeTransition(); +}; + +class AnimationNodeOutput : public AnimationNode { + GDCLASS(AnimationNodeOutput, AnimationNode) +public: + virtual String get_caption() const; + virtual float process(float p_time, bool p_seek); + AnimationNodeOutput(); +}; + +///// + +class AnimationNodeBlendTree : public AnimationRootNode { + GDCLASS(AnimationNodeBlendTree, AnimationRootNode) + + Map<StringName, Ref<AnimationNode> > nodes; + + Vector2 graph_offset; + +protected: + 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: + enum ConnectionError { + CONNECTION_OK, + CONNECTION_ERROR_NO_INPUT, + CONNECTION_ERROR_NO_INPUT_INDEX, + CONNECTION_ERROR_NO_OUTPUT, + CONNECTION_ERROR_SAME_NODE, + CONNECTION_ERROR_CONNECTION_EXISTS, + //no need to check for cycles due to tree topology + }; + + 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 connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node); + void disconnect_node(const StringName &p_node, int p_input_index); + float get_connection_activity(const StringName &p_input_node, int p_input_index) const; + + struct NodeConnection { + StringName input_node; + int input_index; + StringName output_node; + }; + + ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const; + void get_node_connections(List<NodeConnection> *r_connections) const; + + virtual String get_caption() const; + virtual float process(float p_time, bool p_seek); + + void get_node_list(List<StringName> *r_list); + + void set_graph_offset(const Vector2 &p_graph_offset); + Vector2 get_graph_offset() const; + + virtual void set_tree(AnimationTree *p_player); + AnimationNodeBlendTree(); + ~AnimationNodeBlendTree(); +}; + +VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError) + +#endif // ANIMATION_BLEND_TREE_H 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 0aabc3b38c..eac2c8d0c1 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); @@ -648,7 +660,22 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float nc->audio_start = p_time; } } else if (nc->audio_playing) { - if (nc->audio_start > p_time || (nc->audio_len > 0 && p_time - nc->audio_start < nc->audio_len)) { + + bool loop = a->has_loop(); + + bool stop = false; + + if (!loop && p_time < nc->audio_start) { + stop = true; + } else if (nc->audio_len > 0) { + float len = nc->audio_start > p_time ? (a->get_length() - nc->audio_start) + p_time : p_time - nc->audio_start; + + if (len > nc->audio_len) { + stop = true; + } + } + + if (stop) { //time to stop nc->node->call("stop"); nc->audio_playing = false; @@ -1327,6 +1354,7 @@ float AnimationPlayer::get_current_animation_length() const { void AnimationPlayer::_animation_changed() { clear_caches(); + emit_signal("caches_cleared"); } void AnimationPlayer::_stop_playing_caches() { @@ -1622,6 +1650,7 @@ void AnimationPlayer::_bind_methods() { ADD_SIGNAL(MethodInfo("animation_finished", PropertyInfo(Variant::STRING, "anim_name"))); ADD_SIGNAL(MethodInfo("animation_changed", PropertyInfo(Variant::STRING, "old_name"), PropertyInfo(Variant::STRING, "new_name"))); ADD_SIGNAL(MethodInfo("animation_started", PropertyInfo(Variant::STRING, "anim_name"))); + ADD_SIGNAL(MethodInfo("caches_cleared")); BIND_ENUM_CONSTANT(ANIMATION_PROCESS_PHYSICS); BIND_ENUM_CONSTANT(ANIMATION_PROCESS_IDLE); diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp new file mode 100644 index 0000000000..83ec9f819b --- /dev/null +++ b/scene/animation/animation_tree.cpp @@ -0,0 +1,1338 @@ +#include "animation_tree.h" +#include "animation_blend_tree.h" +#include "core/method_bind_ext.gen.inc" +#include "engine.h" +#include "scene/scene_string_names.h" +#include "servers/audio/audio_stream.h" + +void AnimationNode::blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend) { + + ERR_FAIL_COND(!state); + ERR_FAIL_COND(!state->player->has_animation(p_animation)); + + Ref<Animation> animation = state->player->get_animation(p_animation); + + if (animation.is_null()) { + + 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; + } + + ERR_FAIL_COND(!animation.is_valid()); + + AnimationState anim_state; + anim_state.blend = p_blend; + anim_state.track_blends = &blends; + anim_state.delta = p_delta; + anim_state.time = p_time; + anim_state.animation = animation; + anim_state.seeked = p_seeked; + + state->animation_states.push_back(anim_state); +} + +float AnimationNode::_pre_process(State *p_state, float p_time, bool p_seek) { + state = p_state; + float t = process(p_time, p_seek); + state = NULL; + return t; +} + +void AnimationNode::make_invalid(const String &p_reason) { + ERR_FAIL_COND(!state); + state->valid = false; + if (state->invalid_reasons != String()) { + state->invalid_reasons += "\n"; + } + state->invalid_reasons += "- " + 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_tree(), 0); //should not happen, but used to catch bugs + + Ref<AnimationNodeBlendTree> tree = get_parent(); + + 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.is_valid(), 0); //should not happen + + StringName anim_name = inputs[p_input].connected_to; + + Ref<AnimationNode> node = tree->get_node(anim_name); + + if (node.is_null()) { + + 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; + } + + inputs[p_input].last_pass = state->last_pass; + + return _blend_node(node, p_time, p_seek, p_blend, p_filter, p_optimize, &inputs[p_input].activity); +} + +float AnimationNode::blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter, bool p_optimize) { + + return _blend_node(p_node, p_time, p_seek, p_blend, p_filter, p_optimize); +} + +float AnimationNode::_blend_node(Ref<AnimationNode> p_node, float p_time, bool p_seek, float p_blend, FilterAction p_filter, bool p_optimize, float *r_max) { + + ERR_FAIL_COND_V(!p_node.is_valid(), 0); + ERR_FAIL_COND_V(!state, 0); + + int blend_count = blends.size(); + + if (p_node->blends.size() != blend_count) { + p_node->blends.resize(blend_count); + } + + float *blendw = p_node->blends.ptrw(); + const float *blendr = blends.ptr(); + + bool any_valid = false; + + if (has_filter() && is_filter_enabled() && p_filter != FILTER_IGNORE) { + + for (int i = 0; i < blend_count; i++) { + blendw[i] = 0.0; //all to zero by default + } + + const NodePath *K = NULL; + while ((K = filter.next(K))) { + if (!state->track_map.has(*K)) { + continue; + } + int idx = state->track_map[*K]; + blendw[idx] = 1.0; //filtered goes to one + } + + switch (p_filter) { + case FILTER_IGNORE: + break; //will not happen anyway + case FILTER_PASS: { + //values filtered pass, the rest dont + for (int i = 0; i < blend_count; i++) { + if (blendw[i] == 0) //not filtered, does not pass + continue; + + blendw[i] = blendr[i] * p_blend; + if (blendw[i] > CMP_EPSILON) { + any_valid = true; + } + } + + } break; + case FILTER_STOP: { + + //values filtered dont pass, the rest are blended + + for (int i = 0; i < blend_count; i++) { + if (blendw[i] > 0) //filtered, does not pass + continue; + + blendw[i] = blendr[i] * p_blend; + if (blendw[i] > CMP_EPSILON) { + any_valid = true; + } + } + + } break; + case FILTER_BLEND: { + + //filtered values are blended, the rest are passed without blending + + for (int i = 0; i < blend_count; i++) { + if (blendw[i] == 1.0) { + blendw[i] = blendr[i] * p_blend; //filtered, blend + } else { + blendw[i] = blendr[i]; //not filtered, do not blend + } + + if (blendw[i] > CMP_EPSILON) { + any_valid = true; + } + } + + } break; + } + } else { + for (int i = 0; i < blend_count; i++) { + + //regular blend + blendw[i] = blendr[i] * p_blend; + if (blendw[i] > CMP_EPSILON) { + any_valid = true; + } + } + } + + if (r_max) { + *r_max = 0; + for (int i = 0; i < blend_count; i++) { + *r_max = MAX(*r_max, blendw[i]); + } + } + + if (!p_seek && p_optimize && !any_valid) //pointless to go on, all are zero + return 0; + + return p_node->_pre_process(state, p_time, p_seek); +} + +int AnimationNode::get_input_count() const { + + return inputs.size(); +} +String AnimationNode::get_input_name(int p_input) { + ERR_FAIL_INDEX_V(p_input, inputs.size(), String()); + return inputs[p_input].name; +} + +float AnimationNode::get_input_activity(int p_input) const { + + ERR_FAIL_INDEX_V(p_input, inputs.size(), 0); + if (!get_tree()) + return 0; + + if (get_tree()->get_last_process_pass() != inputs[p_input].last_pass) { + return 0; + } + return inputs[p_input].activity; +} +StringName AnimationNode::get_input_connection(int p_input) { + + ERR_FAIL_INDEX_V(p_input, inputs.size(), StringName()); + return inputs[p_input].connected_to; +} + +void AnimationNode::set_input_connection(int p_input, const StringName &p_connection) { + + ERR_FAIL_INDEX(p_input, inputs.size()); + inputs[p_input].connected_to = p_connection; +} + +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; + input.activity = 0; + input.last_pass = 0; + inputs.push_back(input); + emit_changed(); +} + +void AnimationNode::set_input_name(int p_input, const String &p_name) { + ERR_FAIL_INDEX(p_input, inputs.size()); + ERR_FAIL_COND(p_name.find(".") != -1 || p_name.find("/") != -1); + inputs[p_input].name = p_name; + emit_changed(); +} + +void AnimationNode::remove_input(int p_index) { + ERR_FAIL_INDEX(p_index, inputs.size()); + inputs.remove(p_index); + emit_changed(); +} + +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<AnimationNode>(); +} + +AnimationTree *AnimationNode::get_tree() const { + + return player; +} + +AnimationPlayer *AnimationNode::get_player() const { + ERR_FAIL_COND_V(!state, NULL); + return state->player; +} + +float AnimationNode::process(float p_time, bool p_seek) { + + if (get_script_instance()) { + return get_script_instance()->call("process", p_time, p_seek); + } + + return 0; +} + +void AnimationNode::set_filter_path(const NodePath &p_path, bool p_enable) { + if (p_enable) { + filter[p_path] = true; + } else { + filter.erase(p_path); + } +} + +void AnimationNode::set_filter_enabled(bool p_enable) { + filter_enabled = p_enable; +} + +bool AnimationNode::is_filter_enabled() const { + return filter_enabled; +} + +bool AnimationNode::is_path_filtered(const NodePath &p_path) const { + return filter.has(p_path); +} + +bool AnimationNode::has_filter() const { + return false; +} + +void AnimationNode::set_position(const Vector2 &p_position) { + position = p_position; +} + +Vector2 AnimationNode::get_position() const { + return position; +} + +void AnimationNode::set_tree(AnimationTree *p_player) { + + if (player != NULL && p_player == NULL) { + emit_signal("removed_from_graph"); + } + player = p_player; +} + +Array AnimationNode::_get_filters() const { + + Array paths; + + const NodePath *K = NULL; + while ((K = filter.next(K))) { + paths.push_back(String(*K)); //use strings, so sorting is possible + } + paths.sort(); //done so every time the scene is saved, it does not change + + return paths; +} +void AnimationNode::_set_filters(const Array &p_filters) { + filter.clear(); + for (int i = 0; i < p_filters.size(); i++) { + set_filter_path(p_filters[i], true); + } +} + +void AnimationNode::_validate_property(PropertyInfo &property) const { + if (!has_filter() && (property.name == "filter_enabled" || property.name == "filters")) { + property.usage = 0; + } +} + +void AnimationNode::_bind_methods() { + + ClassDB::bind_method(D_METHOD("get_input_count"), &AnimationNode::get_input_count); + ClassDB::bind_method(D_METHOD("get_input_name", "input"), &AnimationNode::get_input_name); + ClassDB::bind_method(D_METHOD("get_input_connection", "input"), &AnimationNode::get_input_connection); + ClassDB::bind_method(D_METHOD("get_input_activity", "input"), &AnimationNode::get_input_activity); + + ClassDB::bind_method(D_METHOD("add_input", "name"), &AnimationNode::add_input); + ClassDB::bind_method(D_METHOD("remove_input", "index"), &AnimationNode::remove_input); + + ClassDB::bind_method(D_METHOD("set_filter_path", "path", "enable"), &AnimationNode::set_filter_path); + ClassDB::bind_method(D_METHOD("is_path_filtered", "path"), &AnimationNode::is_path_filtered); + + ClassDB::bind_method(D_METHOD("set_filter_enabled", "enable"), &AnimationNode::set_filter_enabled); + ClassDB::bind_method(D_METHOD("is_filter_enabled"), &AnimationNode::is_filter_enabled); + + ClassDB::bind_method(D_METHOD("set_position", "position"), &AnimationNode::set_position); + ClassDB::bind_method(D_METHOD("get_position"), &AnimationNode::get_position); + + ClassDB::bind_method(D_METHOD("_set_filters", "filters"), &AnimationNode::_set_filters); + ClassDB::bind_method(D_METHOD("_get_filters"), &AnimationNode::_get_filters); + + ClassDB::bind_method(D_METHOD("blend_animation", "animation", "time", "delta", "seeked", "blend"), &AnimationNode::blend_animation); + 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); + BIND_ENUM_CONSTANT(FILTER_BLEND); +} + +AnimationNode::AnimationNode() { + + state = NULL; + parent = NULL; + player = NULL; + set_local_to_scene(true); + filter_enabled = false; +} + +//////////////////// + +void AnimationTree::set_tree_root(const Ref<AnimationNode> &p_root) { + + if (root.is_valid()) { + root->set_tree(NULL); + } + if (p_root.is_valid()) { + ERR_EXPLAIN("root node already set to another player"); + ERR_FAIL_COND(p_root->player); + } + root = p_root; + + if (root.is_valid()) { + root->set_tree(this); + } + + update_configuration_warning(); +} + +Ref<AnimationNode> AnimationTree::get_tree_root() const { + return root; +} + +void AnimationTree::set_active(bool p_active) { + + if (active == p_active) + return; + + active = p_active; + started = active; + + if (process_mode == ANIMATION_PROCESS_IDLE) { + set_process_internal(active); + } else { + + set_physics_process_internal(active); + } + + if (!active && is_inside_tree()) { + for (Set<TrackCache *>::Element *E = playing_caches.front(); E; E = E->next()) { + + if (ObjectDB::get_instance(E->get()->object_id)) { + E->get()->object->call("stop"); + } + } + + playing_caches.clear(); + } +} + +bool AnimationTree::is_active() const { + + return active; +} + +void AnimationTree::set_process_mode(AnimationProcessMode p_mode) { + + if (process_mode == p_mode) + return; + + bool was_active = is_active(); + if (was_active) { + set_active(false); + } + + process_mode = p_mode; + + if (was_active) { + set_active(true); + } +} + +AnimationTree::AnimationProcessMode AnimationTree::get_process_mode() const { + return process_mode; +} + +void AnimationTree::_node_removed(Node *p_node) { + cache_valid = false; +} + +bool AnimationTree::_update_caches(AnimationPlayer *player) { + + setup_pass++; + + if (!player->has_node(player->get_root())) { + ERR_PRINT("AnimationTree: AnimationPlayer root is invalid."); + set_active(false); + return false; + } + Node *parent = player->get_node(player->get_root()); + + List<StringName> sname; + player->get_animation_list(&sname); + + for (List<StringName>::Element *E = sname.front(); E; E = E->next()) { + Ref<Animation> anim = player->get_animation(E->get()); + for (int i = 0; i < anim->get_track_count(); i++) { + NodePath path = anim->track_get_path(i); + Animation::TrackType track_type = anim->track_get_type(i); + + TrackCache *track = NULL; + if (track_cache.has(path)) { + track = track_cache.get(path); + } + + //if not valid, delete track + if (track && (track->type != track_type || ObjectDB::get_instance(track->object_id) == NULL)) { + playing_caches.erase(track); + memdelete(track); + track_cache.erase(path); + track = NULL; + } + + if (!track) { + + RES resource; + Vector<StringName> leftover_path; + Node *child = parent->get_node_and_resource(path, resource, leftover_path); + + if (!child) { + ERR_PRINTS("AnimationTree: '" + String(E->get()) + "', couldn't resolve track: '" + String(path) + "'"); + continue; + } + + if (!child->is_connected("tree_exited", this, "_node_removed")) { + child->connect("tree_exited", this, "_node_removed", varray(child)); + } + + switch (track_type) { + case Animation::TYPE_VALUE: { + + TrackCacheValue *track_value = memnew(TrackCacheValue); + + if (resource.is_valid()) { + track_value->object = resource.ptr(); + } else { + track_value->object = child; + } + + track_value->subpath = leftover_path; + track_value->object_id = track_value->object->get_instance_id(); + + track = track_value; + + } break; + case Animation::TYPE_TRANSFORM: { + + Spatial *spatial = Object::cast_to<Spatial>(child); + + if (!spatial) { + ERR_PRINTS("AnimationTree: '" + String(E->get()) + "', transform track does not point to spatial: '" + String(path) + "'"); + continue; + } + + TrackCacheTransform *track_xform = memnew(TrackCacheTransform); + + track_xform->spatial = spatial; + track_xform->skeleton = NULL; + track_xform->bone_idx = -1; + + if (path.get_subname_count() == 1 && Object::cast_to<Skeleton>(spatial)) { + + Skeleton *sk = Object::cast_to<Skeleton>(spatial); + int bone_idx = sk->find_bone(path.get_subname(0)); + if (bone_idx != -1 && !sk->is_bone_ignore_animation(bone_idx)) { + + track_xform->skeleton = sk; + track_xform->bone_idx = bone_idx; + } + } + + track_xform->object = spatial; + track_xform->object_id = track_xform->object->get_instance_id(); + + track = track_xform; + + } break; + case Animation::TYPE_METHOD: { + + TrackCacheMethod *track_method = memnew(TrackCacheMethod); + + if (resource.is_valid()) { + track_method->object = resource.ptr(); + } else { + track_method->object = child; + } + + track_method->object_id = track_method->object->get_instance_id(); + + track = track_method; + + } break; + case Animation::TYPE_BEZIER: { + + TrackCacheBezier *track_bezier = memnew(TrackCacheBezier); + + if (resource.is_valid()) { + track_bezier->object = resource.ptr(); + } else { + track_bezier->object = child; + } + + track_bezier->subpath = leftover_path; + track_bezier->object_id = track_bezier->object->get_instance_id(); + + track = track_bezier; + } break; + case Animation::TYPE_AUDIO: { + + TrackCacheAudio *track_audio = memnew(TrackCacheAudio); + + track_audio->object = child; + track_audio->object_id = track_audio->object->get_instance_id(); + + track = track_audio; + + } break; + case Animation::TYPE_ANIMATION: { + + TrackCacheAnimation *track_animation = memnew(TrackCacheAnimation); + + track_animation->object = child; + track_animation->object_id = track_animation->object->get_instance_id(); + + track = track_animation; + + } break; + } + + track_cache[path] = track; + } + + track->setup_pass = setup_pass; + } + } + + List<NodePath> to_delete; + + const NodePath *K = NULL; + while ((K = track_cache.next(K))) { + TrackCache *tc = track_cache[*K]; + if (tc->setup_pass != setup_pass) { + to_delete.push_back(*K); + } + } + + while (to_delete.front()) { + NodePath np = to_delete.front()->get(); + memdelete(track_cache[np]); + track_cache.erase(np); + to_delete.pop_front(); + } + + state.track_map.clear(); + + K = NULL; + int idx = 0; + while ((K = track_cache.next(K))) { + state.track_map[*K] = idx; + idx++; + } + + state.track_count = idx; + + cache_valid = true; + + return true; +} + +void AnimationTree::_clear_caches() { + + const NodePath *K = NULL; + while ((K = track_cache.next(K))) { + memdelete(track_cache[*K]); + } + playing_caches.clear(); + + track_cache.clear(); + cache_valid = false; +} + +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("AnimationTree: root AnimationNode is not set, disabling playback."); + set_active(false); + cache_valid = false; + return; + } + + if (!has_node(animation_player)) { + ERR_PRINT("AnimationTree: no valid AnimationPlayer path set, disabling playback"); + set_active(false); + cache_valid = false; + return; + } + + AnimationPlayer *player = Object::cast_to<AnimationPlayer>(get_node(animation_player)); + + if (!player) { + ERR_PRINT("AnimationTree: path points to a node not an AnimationPlayer, disabling playback"); + set_active(false); + cache_valid = false; + return; + } + + if (!cache_valid) { + if (!_update_caches(player)) { + return; + } + } + + { //setup + + process_pass++; + + state.valid = true; + state.invalid_reasons = ""; + state.animation_states.clear(); //will need to be re-created + state.valid = true; + state.player = player; + state.last_pass = process_pass; + + // root source blends + + root->blends.resize(state.track_count); + float *src_blendsw = root->blends.ptrw(); + for (int i = 0; i < state.track_count; i++) { + src_blendsw[i] = 1.0; //by default all go to 1 for the root input + } + } + + //process + + { + + if (started) { + //if started, seek + root->_pre_process(&state, 0, true); + started = false; + } + + root->_pre_process(&state, p_delta, false); + } + + if (!state.valid) { + return; //state is not valid. do nothing. + } + //apply value/transform/bezier blends to track caches and execute method/audio/animation tracks + + { + + bool can_call = is_inside_tree() && !Engine::get_singleton()->is_editor_hint(); + + for (List<AnimationNode::AnimationState>::Element *E = state.animation_states.front(); E; E = E->next()) { + + const AnimationNode::AnimationState &as = E->get(); + + Ref<Animation> a = as.animation; + float time = as.time; + float delta = as.delta; + bool seeked = as.seeked; + + for (int i = 0; i < a->get_track_count(); i++) { + + NodePath path = a->track_get_path(i); + TrackCache *track = track_cache[path]; + if (track->type != a->track_get_type(i)) { + 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]; + + ERR_CONTINUE(blend_idx < 0 || blend_idx >= state.track_count); + + float blend = (*as.track_blends)[blend_idx]; + + if (blend < CMP_EPSILON) + continue; //nothing to blend + + switch (track->type) { + + case Animation::TYPE_TRANSFORM: { + + TrackCacheTransform *t = static_cast<TrackCacheTransform *>(track); + + 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(); + } + + 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: { + + TrackCacheValue *t = static_cast<TrackCacheValue *>(track); + + Animation::UpdateMode update_mode = a->value_track_get_update_mode(i); + + if (update_mode == Animation::UPDATE_CONTINUOUS || update_mode == Animation::UPDATE_CAPTURE) { //delta == 0 means seek + + Variant value = a->value_track_interpolate(i, time); + + if (value == Variant()) + continue; + + if (t->process_pass != process_pass) { + Variant::CallError ce; + t->value = Variant::construct(value.get_type(), NULL, 0, ce); //reset + t->process_pass = process_pass; + } + + Variant::interpolate(t->value, value, blend, t->value); + + } else if (delta != 0) { + + List<int> indices; + a->value_track_get_key_indices(i, time, delta, &indices); + + for (List<int>::Element *F = indices.front(); F; F = F->next()) { + + Variant value = a->track_get_key_value(i, F->get()); + t->object->set_indexed(t->subpath, value); + } + } + + } break; + case Animation::TYPE_METHOD: { + + if (delta == 0) { + continue; + } + TrackCacheMethod *t = static_cast<TrackCacheMethod *>(track); + + List<int> indices; + + a->method_track_get_key_indices(i, time, delta, &indices); + + for (List<int>::Element *E = indices.front(); E; E = E->next()) { + + StringName method = a->method_track_get_name(i, E->get()); + Vector<Variant> params = a->method_track_get_params(i, E->get()); + + int s = params.size(); + + ERR_CONTINUE(s > VARIANT_ARG_MAX); + if (can_call) { + t->object->call_deferred( + method, + s >= 1 ? params[0] : Variant(), + s >= 2 ? params[1] : Variant(), + s >= 3 ? params[2] : Variant(), + s >= 4 ? params[3] : Variant(), + s >= 5 ? params[4] : Variant()); + } + } + + } break; + case Animation::TYPE_BEZIER: { + + TrackCacheBezier *t = static_cast<TrackCacheBezier *>(track); + + float bezier = a->bezier_track_interpolate(i, time); + + if (t->process_pass != process_pass) { + t->value = 0; + t->process_pass = process_pass; + } + + t->value = Math::lerp(t->value, bezier, blend); + + } break; + case Animation::TYPE_AUDIO: { + + TrackCacheAudio *t = static_cast<TrackCacheAudio *>(track); + + if (seeked) { + //find whathever should be playing + int idx = a->track_find_key(i, time); + if (idx < 0) + continue; + + Ref<AudioStream> stream = a->audio_track_get_key_stream(i, idx); + if (!stream.is_valid()) { + t->object->call("stop"); + t->playing = false; + playing_caches.erase(t); + } else { + float start_ofs = a->audio_track_get_key_start_offset(i, idx); + start_ofs += time - a->track_get_key_time(i, idx); + float end_ofs = a->audio_track_get_key_end_offset(i, idx); + float len = stream->get_length(); + + if (start_ofs > len - end_ofs) { + t->object->call("stop"); + t->playing = false; + playing_caches.erase(t); + continue; + } + + t->object->call("set_stream", stream); + t->object->call("play", start_ofs); + + t->playing = true; + playing_caches.insert(t); + if (len && end_ofs > 0) { //force a end at a time + t->len = len - start_ofs - end_ofs; + } else { + t->len = 0; + } + + t->start = time; + } + + } else { + //find stuff to play + List<int> to_play; + a->track_get_key_indices_in_range(i, time, delta, &to_play); + if (to_play.size()) { + int idx = to_play.back()->get(); + + Ref<AudioStream> stream = a->audio_track_get_key_stream(i, idx); + if (!stream.is_valid()) { + t->object->call("stop"); + t->playing = false; + playing_caches.erase(t); + } else { + float start_ofs = a->audio_track_get_key_start_offset(i, idx); + float end_ofs = a->audio_track_get_key_end_offset(i, idx); + float len = stream->get_length(); + + t->object->call("set_stream", stream); + t->object->call("play", start_ofs); + + t->playing = true; + playing_caches.insert(t); + if (len && end_ofs > 0) { //force a end at a time + t->len = len - start_ofs - end_ofs; + } else { + t->len = 0; + } + + t->start = time; + } + } else if (t->playing) { + + bool loop = a->has_loop(); + + bool stop = false; + + if (!loop && time < t->start) { + stop = true; + } else if (t->len > 0) { + float len = t->start > time ? (a->get_length() - t->start) + time : time - t->start; + + if (len > t->len) { + stop=true; + } + } + + if (stop) { + //time to stop + t->object->call("stop"); + t->playing = false; + playing_caches.erase(t); + } + } + } + + float db = Math::linear2db(MAX(blend,0.00001)); + if (t->object->has_method("set_unit_db")) { + t->object->call("set_unit_db", db); + } else { + t->object->call("set_volume_db", db); + } + } break; + case Animation::TYPE_ANIMATION: { + + TrackCacheAnimation *t = static_cast<TrackCacheAnimation *>(track); + + AnimationPlayer *player = Object::cast_to<AnimationPlayer>(t->object); + + if (!player) + continue; + + if (delta == 0 || seeked) { + //seek + int idx = a->track_find_key(i, time); + if (idx < 0) + continue; + + float pos = a->track_get_key_time(i, idx); + + StringName anim_name = a->animation_track_get_key_animation(i, idx); + if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) + continue; + + Ref<Animation> anim = player->get_animation(anim_name); + + float at_anim_pos; + + if (anim->has_loop()) { + at_anim_pos = Math::fposmod(time - pos, anim->get_length()); //seek to loop + } else { + at_anim_pos = MAX(anim->get_length(), time - pos); //seek to end + } + + if (player->is_playing() || seeked) { + player->play(anim_name); + player->seek(at_anim_pos); + t->playing = true; + playing_caches.insert(t); + } else { + player->set_assigned_animation(anim_name); + player->seek(at_anim_pos, true); + } + } else { + //find stuff to play + List<int> to_play; + a->track_get_key_indices_in_range(i, time, delta, &to_play); + if (to_play.size()) { + int idx = to_play.back()->get(); + + StringName anim_name = a->animation_track_get_key_animation(i, idx); + if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) { + + if (playing_caches.has(t)) { + playing_caches.erase(t); + player->stop(); + t->playing = false; + } + } else { + player->play(anim_name); + t->playing = true; + playing_caches.insert(t); + } + } + } + + } break; + } + } + } + } + + { + // finally, set the tracks + const NodePath *K = NULL; + while ((K = track_cache.next(K))) { + TrackCache *track = track_cache[*K]; + if (track->process_pass != process_pass) + continue; //not processed, ignore + + switch (track->type) { + + case Animation::TYPE_TRANSFORM: { + + TrackCacheTransform *t = static_cast<TrackCacheTransform *>(track); + + Transform xform; + xform.origin = t->loc; + + 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->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); + + } else { + + t->spatial->set_transform(xform); + } + + } break; + case Animation::TYPE_VALUE: { + + TrackCacheValue *t = static_cast<TrackCacheValue *>(track); + + t->object->set_indexed(t->subpath, t->value); + + } break; + case Animation::TYPE_BEZIER: { + + TrackCacheBezier *t = static_cast<TrackCacheBezier *>(track); + + t->object->set_indexed(t->subpath, t->value); + + } break; + default: {} //the rest dont matter + } + } + } +} + +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()); + } + + if (active && p_what == NOTIFICATION_INTERNAL_PROCESS && process_mode == ANIMATION_PROCESS_IDLE) { + _process_graph(get_process_delta_time()); + } + + if (p_what == NOTIFICATION_EXIT_TREE) { + _clear_caches(); + } +} + +void AnimationTree::set_animation_player(const NodePath &p_player) { + animation_player = p_player; + update_configuration_warning(); +} + +NodePath AnimationTree::get_animation_player() const { + return animation_player; +} + +bool AnimationTree::is_state_invalid() const { + + return !state.valid; +} +String AnimationTree::get_invalid_state_reason() const { + + return state.invalid_reasons; +} + +uint64_t AnimationTree::get_last_process_pass() const { + return process_pass; +} + +String AnimationTree::get_configuration_warning() const { + + String warning = Node::get_configuration_warning(); + + if (!root.is_valid()) { + if (warning != String()) { + warning += "\n"; + } + warning += TTR("A root AnimationNode for the graph is not set."); + } + + if (!has_node(animation_player)) { + + if (warning != String()) { + warning += "\n"; + } + + warning += TTR("Path to an AnimationPlayer node containing animations is not set."); + return warning; + } + + AnimationPlayer *player = Object::cast_to<AnimationPlayer>(get_node(animation_player)); + + if (!player) { + if (warning != String()) { + warning += "\n"; + } + + warning += TTR("Path set for AnimationPlayer does not lead to an AnimationPlayer node."); + return warning; + } + + if (!player->has_node(player->get_root())) { + if (warning != String()) { + warning += "\n"; + } + + warning += TTR("AnimationPlayer root is not a valid node."); + return warning; + } + + return warning; +} + +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("get_root_motion_transform"), &AnimationTree::get_root_motion_transform); + + + + ClassDB::bind_method(D_METHOD("_node_removed"), &AnimationTree::_node_removed); + + 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"); +} + +AnimationTree::AnimationTree() { + + process_mode = ANIMATION_PROCESS_IDLE; + active = false; + cache_valid = false; + setup_pass = 1; + started = true; +} + +AnimationTree::~AnimationTree() { + if (root.is_valid()) { + root->player = NULL; + } +} diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h new file mode 100644 index 0000000000..540c36437a --- /dev/null +++ b/scene/animation/animation_tree.h @@ -0,0 +1,281 @@ +#ifndef ANIMATION_GRAPH_PLAYER_H +#define ANIMATION_GRAPH_PLAYER_H + +#include "animation_player.h" +#include "scene/3d/skeleton.h" +#include "scene/3d/spatial.h" +#include "scene/resources/animation.h" + +class AnimationNodeBlendTree; +class AnimationPlayer; +class AnimationTree; + +class AnimationNode : public Resource { + GDCLASS(AnimationNode, Resource) +public: + enum FilterAction { + FILTER_IGNORE, + FILTER_PASS, + FILTER_STOP, + FILTER_BLEND + }; + + struct Input { + + String name; + StringName connected_to; + float activity; + uint64_t last_pass; + }; + + Vector<Input> inputs; + + float process_input(int p_input, float p_time, bool p_seek, float p_blend); + + friend class AnimationTree; + + struct AnimationState { + + Ref<Animation> animation; + float time; + float delta; + const Vector<float> *track_blends; + float blend; + bool seeked; + }; + + struct State { + + int track_count; + HashMap<NodePath, int> track_map; + List<AnimationState> animation_states; + bool valid; + AnimationPlayer *player; + String invalid_reasons; + uint64_t last_pass; + }; + + Vector<float> blends; + State *state; + float _pre_process(State *p_state, float p_time, bool p_seek); + void _pre_update_animations(HashMap<NodePath, int> *track_map); + Vector2 position; + + 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); + + HashMap<NodePath, bool> filter; + bool filter_enabled; + + Array _get_filters() const; + void _set_filters(const Array &p_filters); + +protected: + void blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend); + 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 blend_input(int p_input, float p_time, bool p_seek, float p_blend, FilterAction p_filter = FILTER_IGNORE, bool p_optimize = true); + void make_invalid(const String &p_reason); + + static void _bind_methods(); + + void _validate_property(PropertyInfo &property) const; + + void _set_parent(Object *p_parent); + +public: + 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); + StringName get_input_connection(int p_input); + void set_input_connection(int p_input, const StringName &p_connection); + float get_input_activity(int p_input) const; + + void add_input(const String &p_name); + void set_input_name(int p_input, const String &p_name); + void remove_input(int p_index); + + void set_filter_path(const NodePath &p_path, bool p_enable); + bool is_path_filtered(const NodePath &p_path) const; + + void set_filter_enabled(bool p_enable); + bool is_filter_enabled() const; + + virtual bool has_filter() const; + + void set_position(const Vector2 &p_position); + Vector2 get_position() const; + + AnimationNode(); +}; + +VARIANT_ENUM_CAST(AnimationNode::FilterAction) + +//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, + ANIMATION_PROCESS_IDLE, + }; + +private: + struct TrackCache { + + bool root_motion; + uint64_t setup_pass; + uint64_t process_pass; + Animation::TrackType type; + Object *object; + ObjectID object_id; + + TrackCache() { + root_motion = false; + setup_pass = 0; + process_pass = 0; + object = NULL; + object_id = 0; + } + virtual ~TrackCache() {} + }; + + struct TrackCacheTransform : public TrackCache { + Spatial *spatial; + Skeleton *skeleton; + int bone_idx; + Vector3 loc; + Quat rot; + float rot_blend_accum; + Vector3 scale; + + TrackCacheTransform() { + type = Animation::TYPE_TRANSFORM; + spatial = NULL; + bone_idx = -1; + skeleton = NULL; + } + }; + + struct TrackCacheValue : public TrackCache { + + Variant value; + Vector<StringName> subpath; + TrackCacheValue() { type = Animation::TYPE_VALUE; } + }; + + struct TrackCacheMethod : public TrackCache { + + TrackCacheMethod() { type = Animation::TYPE_METHOD; } + }; + + struct TrackCacheBezier : public TrackCache { + + float value; + Vector<StringName> subpath; + TrackCacheBezier() { + type = Animation::TYPE_BEZIER; + value = 0; + } + }; + + struct TrackCacheAudio : public TrackCache { + + bool playing; + float start; + float len; + + TrackCacheAudio() { + type = Animation::TYPE_AUDIO; + playing = false; + start = 0; + len = 0; + } + }; + + struct TrackCacheAnimation : public TrackCache { + + bool playing; + + TrackCacheAnimation() { + type = Animation::TYPE_ANIMATION; + playing = false; + } + }; + + HashMap<NodePath, TrackCache *> track_cache; + Set<TrackCache *> playing_caches; + + Ref<AnimationNode> root; + + AnimationProcessMode process_mode; + bool active; + NodePath animation_player; + + AnimationNode::State state; + bool cache_valid; + void _node_removed(Node *p_node); + void _caches_cleared(); + + void _clear_caches(); + bool _update_caches(AnimationPlayer *player); + void _process_graph(float p_delta); + + uint64_t setup_pass; + uint64_t process_pass; + + bool started; + + NodePath root_motion_track; + Transform root_motion_transform; + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + 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; + + void set_process_mode(AnimationProcessMode p_mode); + AnimationProcessMode get_process_mode() const; + + void set_animation_player(const NodePath &p_player); + NodePath get_animation_player() const; + + virtual String get_configuration_warning() const; + + 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; + AnimationTree(); + ~AnimationTree(); +}; + +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..a28c63064a --- /dev/null +++ b/scene/animation/root_motion_view.cpp @@ -0,0 +1,178 @@ +#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::set_zero_y(bool p_zero_y) { + zero_y = p_zero_y; +} + +bool RootMotionView::get_zero_y() const { + return zero_y; +} + +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 = transform * accumulated; + accumulated.origin.x = Math::fposmod(accumulated.origin.x, cell_size); + if (zero_y) { + accumulated.origin.y = 0; + } + 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); + + ClassDB::bind_method(D_METHOD("set_zero_y", "enable"), &RootMotionView::set_zero_y); + ClassDB::bind_method(D_METHOD("get_zero_y"), &RootMotionView::get_zero_y); + + 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"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "zero_y"), "set_zero_y", "get_zero_y"); +} + +RootMotionView::RootMotionView() { + zero_y = true; + 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..611183d364 --- /dev/null +++ b/scene/animation/root_motion_view.h @@ -0,0 +1,47 @@ +#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; + bool zero_y; + + 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; + + void set_zero_y(bool p_zero_y); + bool get_zero_y() const; + + virtual AABB get_aabb() const; + virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; + + RootMotionView(); + ~RootMotionView(); +}; + +#endif // ROOT_MOTION_VIEW_H diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index a738687a70..6ef8016dd5 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -160,9 +160,16 @@ void Control::_update_minimum_size_cache() { Size2 minsize = get_minimum_size(); minsize.x = MAX(minsize.x, data.custom_minimum_size.x); minsize.y = MAX(minsize.y, data.custom_minimum_size.y); + + bool size_changed = false; + if (data.minimum_size_cache != minsize) + size_changed = true; + data.minimum_size_cache = minsize; data.minimum_size_valid = true; - minimum_size_changed(); + + if (size_changed) + minimum_size_changed(); } Size2 Control::get_combined_minimum_size() const { @@ -2888,12 +2895,12 @@ void Control::_bind_methods() { ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "hint_tooltip", PROPERTY_HINT_MULTILINE_TEXT), "set_tooltip", "_get_tooltip"); ADD_GROUP("Focus", "focus_"); - ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_left"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_LEFT); - ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_top"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_TOP); - ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_right"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_RIGHT); - ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_bottom"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_BOTTOM); - ADD_PROPERTYNZ(PropertyInfo(Variant::NODE_PATH, "focus_next"), "set_focus_next", "get_focus_next"); - ADD_PROPERTYNZ(PropertyInfo(Variant::NODE_PATH, "focus_previous"), "set_focus_previous", "get_focus_previous"); + ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_left", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_LEFT); + ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_top", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_TOP); + ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_right", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_RIGHT); + ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_bottom", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_BOTTOM); + ADD_PROPERTYNZ(PropertyInfo(Variant::NODE_PATH, "focus_next", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_next", "get_focus_next"); + ADD_PROPERTYNZ(PropertyInfo(Variant::NODE_PATH, "focus_previous", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_previous", "get_focus_previous"); ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_focus_mode", "get_focus_mode"); ADD_GROUP("Mouse", "mouse_"); diff --git a/scene/gui/control.h b/scene/gui/control.h index 9124256624..633f92f733 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -202,12 +202,12 @@ private: NodePath focus_next; NodePath focus_prev; - HashMap<StringName, Ref<Texture>, StringNameHasher> icon_override; - HashMap<StringName, Ref<Shader>, StringNameHasher> shader_override; - HashMap<StringName, Ref<StyleBox>, StringNameHasher> style_override; - HashMap<StringName, Ref<Font>, StringNameHasher> font_override; - HashMap<StringName, Color, StringNameHasher> color_override; - HashMap<StringName, int, StringNameHasher> constant_override; + HashMap<StringName, Ref<Texture> > icon_override; + HashMap<StringName, Ref<Shader> > shader_override; + HashMap<StringName, Ref<StyleBox> > style_override; + HashMap<StringName, Ref<Font> > font_override; + HashMap<StringName, Color> color_override; + HashMap<StringName, int> constant_override; Map<Ref<Font>, int> font_refcount; } data; diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp index 38ce91a4df..e2c730a56e 100644 --- a/scene/gui/graph_edit.cpp +++ b/scene/gui/graph_edit.cpp @@ -58,6 +58,7 @@ Error GraphEdit::connect_node(const StringName &p_from, int p_from_port, const S c.from_port = p_from_port; c.to = p_to; c.to_port = p_to_port; + c.activity = 0; connections.push_back(c); top_layer->update(); update(); @@ -624,6 +625,7 @@ void GraphEdit::_draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const void GraphEdit::_connections_layer_draw() { + Color activity_color = get_color("activity"); //draw connections List<List<Connection>::Element *> to_erase; for (List<Connection>::Element *E = connections.front(); E; E = E->next()) { @@ -661,6 +663,11 @@ void GraphEdit::_connections_layer_draw() { Color color = gfrom->get_connection_output_color(E->get().from_port); Vector2 topos = gto->get_connection_input_position(E->get().to_port) + gto->get_offset() * zoom; Color tocolor = gto->get_connection_input_color(E->get().to_port); + + if (E->get().activity > 0) { + color = color.linear_interpolate(activity_color, E->get().activity); + tocolor = tocolor.linear_interpolate(activity_color, E->get().activity); + } _draw_cos_line(connections_layer, frompos, topos, color, tocolor); } @@ -980,6 +987,23 @@ void GraphEdit::_gui_input(const Ref<InputEvent> &p_ev) { } } +void GraphEdit::set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity) { + + for (List<Connection>::Element *E = connections.front(); E; E = E->next()) { + + if (E->get().from == p_from && E->get().from_port == p_from_port && E->get().to == p_to && E->get().to_port == p_to_port) { + + if (ABS(E->get().activity != p_activity)) { + //update only if changed + top_layer->update(); + connections_layer->update(); + } + E->get().activity = p_activity; + return; + } + } +} + void GraphEdit::clear_connections() { connections.clear(); @@ -1141,11 +1165,16 @@ void GraphEdit::_snap_value_changed(double) { update(); } +HBoxContainer *GraphEdit::get_zoom_hbox() { + return zoom_hb; +} + void GraphEdit::_bind_methods() { ClassDB::bind_method(D_METHOD("connect_node", "from", "from_port", "to", "to_port"), &GraphEdit::connect_node); ClassDB::bind_method(D_METHOD("is_node_connected", "from", "from_port", "to", "to_port"), &GraphEdit::is_node_connected); ClassDB::bind_method(D_METHOD("disconnect_node", "from", "from_port", "to", "to_port"), &GraphEdit::disconnect_node); + ClassDB::bind_method(D_METHOD("set_connection_activity", "from", "from_port", "to", "to_port", "amount"), &GraphEdit::set_connection_activity); ClassDB::bind_method(D_METHOD("get_connection_list"), &GraphEdit::_get_connection_list); ClassDB::bind_method(D_METHOD("clear_connections"), &GraphEdit::clear_connections); ClassDB::bind_method(D_METHOD("get_scroll_ofs"), &GraphEdit::get_scroll_ofs); @@ -1187,6 +1216,8 @@ void GraphEdit::_bind_methods() { ClassDB::bind_method(D_METHOD("_update_scroll_offset"), &GraphEdit::_update_scroll_offset); ClassDB::bind_method(D_METHOD("_connections_layer_draw"), &GraphEdit::_connections_layer_draw); + ClassDB::bind_method(D_METHOD("get_zoom_hbox"), &GraphEdit::get_zoom_hbox); + ClassDB::bind_method(D_METHOD("set_selected", "node"), &GraphEdit::set_selected); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "right_disconnects"), "set_right_disconnects", "is_right_disconnects_enabled"); @@ -1253,7 +1284,7 @@ GraphEdit::GraphEdit() { zoom = 1; - HBoxContainer *zoom_hb = memnew(HBoxContainer); + zoom_hb = memnew(HBoxContainer); top_layer->add_child(zoom_hb); zoom_hb->set_position(Vector2(10, 10)); diff --git a/scene/gui/graph_edit.h b/scene/gui/graph_edit.h index 3bfde44854..14789001e4 100644 --- a/scene/gui/graph_edit.h +++ b/scene/gui/graph_edit.h @@ -31,6 +31,7 @@ #ifndef GRAPH_EDIT_H #define GRAPH_EDIT_H +#include "scene/gui/box_container.h" #include "scene/gui/graph_node.h" #include "scene/gui/scroll_bar.h" #include "scene/gui/slider.h" @@ -62,6 +63,7 @@ public: StringName to; int from_port; int to_port; + float activity; }; private: @@ -157,6 +159,8 @@ private: Set<int> valid_left_disconnect_types; Set<int> valid_right_disconnect_types; + HBoxContainer *zoom_hb; + friend class GraphEditFilter; bool _filter_input(const Point2 &p_point); void _snap_toggled(); @@ -175,6 +179,8 @@ public: void disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port); void clear_connections(); + void set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity); + void add_valid_connection_type(int p_type, int p_with_type); void remove_valid_connection_type(int p_type, int p_with_type); bool is_valid_connection_type(int p_type, int p_with_type) const; @@ -206,6 +212,8 @@ public: int get_snap() const; void set_snap(int p_snap); + HBoxContainer *get_zoom_hbox(); + GraphEdit(); }; diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp index 57b9a9a11b..72ed0e9b81 100644 --- a/scene/gui/item_list.cpp +++ b/scene/gui/item_list.cpp @@ -942,6 +942,7 @@ void ItemList::_notification(int p_what) { } } + minimum_size_changed(); shape_changed = false; } diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp index 2ab7149886..0cd5219f8f 100644 --- a/scene/gui/line_edit.cpp +++ b/scene/gui/line_edit.cpp @@ -565,6 +565,9 @@ void LineEdit::_notification(int p_what) { #endif case NOTIFICATION_RESIZED: { + if (expand_to_text_length) { + window_pos = 0; //force scroll back since it's expanding to text length + } set_cursor_position(get_cursor_position()); } break; @@ -1098,11 +1101,12 @@ void LineEdit::set_cursor_position(int p_pos) { for (int i = cursor_pos; i >= window_pos; i--) { if (i >= text.length()) { - accum_width = font->get_char_size(' ').width; //anything should do + //do not do this, because if the cursor is at the end, its just fine that it takes no space + //accum_width = font->get_char_size(' ').width; //anything should do } else { accum_width += font->get_char_size(text[i], i + 1 < text.length() ? text[i + 1] : 0).width; //anything should do } - if (accum_width >= window_width) + if (accum_width > window_width) break; wp = i; @@ -1169,7 +1173,7 @@ Size2 LineEdit::get_minimum_size() const { int mstext = get_constant("minimum_spaces") * space_size; if (expand_to_text_length) { - mstext = MAX(mstext, font->get_string_size(text).x + space_size); //add a spce because some fonts are too exact + mstext = MAX(mstext, font->get_string_size(text).x + space_size); //add a spce because some fonts are too exact, and because cursor needs a bit more when at the end } min.width += mstext; diff --git a/scene/gui/progress_bar.cpp b/scene/gui/progress_bar.cpp index 37e519e375..fc5d56237a 100644 --- a/scene/gui/progress_bar.cpp +++ b/scene/gui/progress_bar.cpp @@ -39,9 +39,9 @@ Size2 ProgressBar::get_minimum_size() const { Size2 minimum_size = bg->get_minimum_size(); minimum_size.height = MAX(minimum_size.height, fg->get_minimum_size().height); minimum_size.width = MAX(minimum_size.width, fg->get_minimum_size().width); - if (percent_visible) { - minimum_size.height = MAX(minimum_size.height, bg->get_minimum_size().height + font->get_height()); - } + //if (percent_visible) { this is needed, else the progressbar will collapse + minimum_size.height = MAX(minimum_size.height, bg->get_minimum_size().height + font->get_height()); + //} return minimum_size; } diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp index f34559fc8d..ce2e3538da 100644 --- a/scene/gui/rich_text_label.cpp +++ b/scene/gui/rich_text_label.cpp @@ -324,7 +324,7 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & color = _find_color(text, p_base_color); font_color_shadow = _find_color(text, p_font_color_shadow); underline = _find_underline(text); - if (_find_meta(text, &meta)) { + if (_find_meta(text, &meta) && underline_meta) { underline = true; } diff --git a/scene/main/node.cpp b/scene/main/node.cpp index ffb8acc687..6199f52ec5 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -1095,6 +1095,10 @@ void Node::add_child(Node *p_child, bool p_legible_unique_name) { } void Node::add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name) { + + ERR_FAIL_NULL(p_node); + ERR_FAIL_NULL(p_child); + add_child(p_child, p_legible_unique_name); if (is_a_parent_of(p_node)) { @@ -1930,8 +1934,9 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const if (E->get().usage & PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE) { Resource *res = Object::cast_to<Resource>(value); - if (res) // Duplicate only if it's a resource + if (res) { // Duplicate only if it's a resource current_node->set(name, res->duplicate()); + } } else { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 1236aea2dd..a894b82a94 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -144,7 +144,7 @@ void ViewportTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("set_viewport_path_in_scene", "path"), &ViewportTexture::set_viewport_path_in_scene); ClassDB::bind_method(D_METHOD("get_viewport_path_in_scene"), &ViewportTexture::get_viewport_path_in_scene); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path"), "set_viewport_path_in_scene", "get_viewport_path_in_scene"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport"), "set_viewport_path_in_scene", "get_viewport_path_in_scene"); } ViewportTexture::ViewportTexture() { diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 2f3d4df329..55aa0024c8 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -63,8 +63,14 @@ #include "scene/2d/tile_map.h" #include "scene/2d/visibility_notifier_2d.h" #include "scene/2d/y_sort.h" +#include "scene/animation/animation_blend_space_1d.h" +#include "scene/animation/animation_blend_space_2d.h" +#include "scene/animation/animation_blend_tree.h" +#include "scene/animation/animation_node_state_machine.h" #include "scene/animation/animation_player.h" +#include "scene/animation/animation_tree.h" #include "scene/animation/animation_tree_player.h" +#include "scene/animation/root_motion_view.h" #include "scene/animation/tween.h" #include "scene/audio/audio_player.h" #include "scene/gui/box_container.h" @@ -382,6 +388,28 @@ void register_scene_types() { ClassDB::register_class<NavigationMesh>(); ClassDB::register_class<Navigation>(); + ClassDB::register_class<RootMotionView>(); + ClassDB::set_class_enabled("RootMotionView", false); //disabled by default, enabled by editor + + ClassDB::register_class<AnimationTree>(); + ClassDB::register_class<AnimationNode>(); + ClassDB::register_class<AnimationRootNode>(); + ClassDB::register_class<AnimationNodeBlendTree>(); + ClassDB::register_class<AnimationNodeBlendSpace1D>(); + ClassDB::register_class<AnimationNodeBlendSpace2D>(); + ClassDB::register_class<AnimationNodeStateMachine>(); + ClassDB::register_class<AnimationNodeStateMachineTransition>(); + ClassDB::register_class<AnimationNodeOutput>(); + ClassDB::register_class<AnimationNodeOneShot>(); + ClassDB::register_class<AnimationNodeAnimation>(); + ClassDB::register_class<AnimationNodeAdd2>(); + ClassDB::register_class<AnimationNodeAdd3>(); + ClassDB::register_class<AnimationNodeBlend2>(); + ClassDB::register_class<AnimationNodeBlend3>(); + ClassDB::register_class<AnimationNodeTimeScale>(); + ClassDB::register_class<AnimationNodeTimeSeek>(); + ClassDB::register_class<AnimationNodeTransition>(); + OS::get_singleton()->yield(); //may take time to init ClassDB::register_virtual_class<CollisionObject>(); diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index fe4d687c23..3185fb6768 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -134,8 +134,8 @@ bool Animation::_set(const StringName &p_name, const Variant &p_value) { int um = d["update"]; if (um < 0) um = 0; - else if (um > 2) - um = 2; + else if (um > 3) + um = 3; vt->update_mode = UpdateMode(um); } diff --git a/scene/resources/default_theme/arrow_down.png b/scene/resources/default_theme/arrow_down.png Binary files differindex fc837d120a..bfb87a4761 100644 --- a/scene/resources/default_theme/arrow_down.png +++ b/scene/resources/default_theme/arrow_down.png diff --git a/scene/resources/default_theme/arrow_right.png b/scene/resources/default_theme/arrow_right.png Binary files differindex ebe6e26ace..1e4c8e5529 100644 --- a/scene/resources/default_theme/arrow_right.png +++ b/scene/resources/default_theme/arrow_right.png diff --git a/scene/resources/default_theme/background.png b/scene/resources/default_theme/background.png Binary files differindex 03cfab1de3..6c5f43e3ce 100644 --- a/scene/resources/default_theme/background.png +++ b/scene/resources/default_theme/background.png diff --git a/scene/resources/default_theme/base_green.png b/scene/resources/default_theme/base_green.png Binary files differindex d03d6f08d8..03a5b313d7 100644 --- a/scene/resources/default_theme/base_green.png +++ b/scene/resources/default_theme/base_green.png diff --git a/scene/resources/default_theme/button_disabled.png b/scene/resources/default_theme/button_disabled.png Binary files differindex d75e76989d..708748dfe9 100644 --- a/scene/resources/default_theme/button_disabled.png +++ b/scene/resources/default_theme/button_disabled.png diff --git a/scene/resources/default_theme/button_focus.png b/scene/resources/default_theme/button_focus.png Binary files differindex 44e354be95..70e16b953b 100644 --- a/scene/resources/default_theme/button_focus.png +++ b/scene/resources/default_theme/button_focus.png diff --git a/scene/resources/default_theme/button_hover.png b/scene/resources/default_theme/button_hover.png Binary files differindex 6e609f435f..ef226e3caf 100644 --- a/scene/resources/default_theme/button_hover.png +++ b/scene/resources/default_theme/button_hover.png diff --git a/scene/resources/default_theme/button_normal.png b/scene/resources/default_theme/button_normal.png Binary files differindex 92482aaf28..7d0bd16221 100644 --- a/scene/resources/default_theme/button_normal.png +++ b/scene/resources/default_theme/button_normal.png diff --git a/scene/resources/default_theme/checked.png b/scene/resources/default_theme/checked.png Binary files differindex 93e291a29e..bde031b6a2 100644 --- a/scene/resources/default_theme/checked.png +++ b/scene/resources/default_theme/checked.png diff --git a/scene/resources/default_theme/checker_bg.png b/scene/resources/default_theme/checker_bg.png Binary files differindex f58dfed29c..3eff2f0e08 100644 --- a/scene/resources/default_theme/checker_bg.png +++ b/scene/resources/default_theme/checker_bg.png diff --git a/scene/resources/default_theme/close.png b/scene/resources/default_theme/close.png Binary files differindex 5ac6357dcd..4d4ac4a551 100644 --- a/scene/resources/default_theme/close.png +++ b/scene/resources/default_theme/close.png diff --git a/scene/resources/default_theme/close_hl.png b/scene/resources/default_theme/close_hl.png Binary files differindex 5ac6357dcd..4d4ac4a551 100644 --- a/scene/resources/default_theme/close_hl.png +++ b/scene/resources/default_theme/close_hl.png diff --git a/scene/resources/default_theme/color_picker_sample.png b/scene/resources/default_theme/color_picker_sample.png Binary files differindex b145a3e384..e6ec28d307 100644 --- a/scene/resources/default_theme/color_picker_sample.png +++ b/scene/resources/default_theme/color_picker_sample.png diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp index 3ea856541e..d64e6970bf 100644 --- a/scene/resources/default_theme/default_theme.cpp +++ b/scene/resources/default_theme/default_theme.cpp @@ -874,6 +874,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_stylebox("bg", "GraphEdit", make_stylebox(tree_bg_png, 4, 4, 4, 5)); theme->set_color("grid_minor", "GraphEdit", Color(1, 1, 1, 0.05)); theme->set_color("grid_major", "GraphEdit", Color(1, 1, 1, 0.2)); + theme->set_color("activity", "GraphEdit", Color(1, 1, 1)); theme->set_constant("bezier_len_pos", "GraphEdit", 80 * scale); theme->set_constant("bezier_len_neg", "GraphEdit", 160 * scale); diff --git a/scene/resources/default_theme/dosfont.png b/scene/resources/default_theme/dosfont.png Binary files differindex 814d2e9060..e2739b94ea 100644 --- a/scene/resources/default_theme/dosfont.png +++ b/scene/resources/default_theme/dosfont.png diff --git a/scene/resources/default_theme/dropdown.png b/scene/resources/default_theme/dropdown.png Binary files differindex 3a6a2ed778..b5d9ffbbb4 100644 --- a/scene/resources/default_theme/dropdown.png +++ b/scene/resources/default_theme/dropdown.png diff --git a/scene/resources/default_theme/error_icon.png b/scene/resources/default_theme/error_icon.png Binary files differindex f291362350..7741d00749 100644 --- a/scene/resources/default_theme/error_icon.png +++ 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b/scene/resources/default_theme/tool_button_pressed.png diff --git a/scene/resources/default_theme/tooltip_bg.png b/scene/resources/default_theme/tooltip_bg.png Binary files differindex eca0675a98..07b7d942ca 100644 --- a/scene/resources/default_theme/tooltip_bg.png +++ b/scene/resources/default_theme/tooltip_bg.png diff --git a/scene/resources/default_theme/tree_bg.png b/scene/resources/default_theme/tree_bg.png Binary files differindex 839a6a272a..2b0c506f34 100644 --- a/scene/resources/default_theme/tree_bg.png +++ b/scene/resources/default_theme/tree_bg.png diff --git a/scene/resources/default_theme/tree_bg_disabled.png b/scene/resources/default_theme/tree_bg_disabled.png Binary files differindex a0fa505e4c..69d78febd9 100644 --- a/scene/resources/default_theme/tree_bg_disabled.png +++ b/scene/resources/default_theme/tree_bg_disabled.png diff --git a/scene/resources/default_theme/tree_bg_focus.png b/scene/resources/default_theme/tree_bg_focus.png Binary files differindex 692cf71926..aadc6b0db4 100644 --- a/scene/resources/default_theme/tree_bg_focus.png +++ b/scene/resources/default_theme/tree_bg_focus.png diff --git a/scene/resources/default_theme/tree_cursor.png b/scene/resources/default_theme/tree_cursor.png Binary files differindex 94d2a08818..2b8722d066 100644 --- a/scene/resources/default_theme/tree_cursor.png +++ b/scene/resources/default_theme/tree_cursor.png diff --git a/scene/resources/default_theme/tree_cursor_unfocus.png b/scene/resources/default_theme/tree_cursor_unfocus.png Binary files differindex 3f023bbabe..bfaebbea85 100644 --- a/scene/resources/default_theme/tree_cursor_unfocus.png +++ b/scene/resources/default_theme/tree_cursor_unfocus.png diff --git a/scene/resources/default_theme/tree_title.png b/scene/resources/default_theme/tree_title.png Binary files differindex b0ddcffbbe..e5f3f49695 100644 --- a/scene/resources/default_theme/tree_title.png +++ b/scene/resources/default_theme/tree_title.png diff --git a/scene/resources/default_theme/tree_title_pressed.png b/scene/resources/default_theme/tree_title_pressed.png Binary files differindex 746d10039e..35e2bb3008 100644 --- a/scene/resources/default_theme/tree_title_pressed.png +++ b/scene/resources/default_theme/tree_title_pressed.png diff --git a/scene/resources/default_theme/unchecked.png b/scene/resources/default_theme/unchecked.png Binary files differindex d6f790cbc2..8c818af755 100644 --- a/scene/resources/default_theme/unchecked.png +++ b/scene/resources/default_theme/unchecked.png diff --git a/scene/resources/default_theme/updown.png b/scene/resources/default_theme/updown.png Binary files differindex 916284a3cf..56f81921e8 100644 --- a/scene/resources/default_theme/updown.png +++ b/scene/resources/default_theme/updown.png diff --git a/scene/resources/default_theme/vseparator.png b/scene/resources/default_theme/vseparator.png Binary files differindex 498768c05b..51e79f3ac5 100644 --- a/scene/resources/default_theme/vseparator.png +++ b/scene/resources/default_theme/vseparator.png diff --git a/scene/resources/default_theme/vslider_bg.png b/scene/resources/default_theme/vslider_bg.png Binary files differindex 8d9ead3c5a..ba3244e3e5 100644 --- a/scene/resources/default_theme/vslider_bg.png +++ b/scene/resources/default_theme/vslider_bg.png diff --git a/scene/resources/default_theme/vslider_grabber.png b/scene/resources/default_theme/vslider_grabber.png Binary files differindex afc490be45..6c6bf93e68 100644 --- a/scene/resources/default_theme/vslider_grabber.png +++ b/scene/resources/default_theme/vslider_grabber.png diff --git a/scene/resources/default_theme/vslider_grabber_disabled.png b/scene/resources/default_theme/vslider_grabber_disabled.png Binary files differindex c830359f45..49cced5055 100644 --- a/scene/resources/default_theme/vslider_grabber_disabled.png +++ b/scene/resources/default_theme/vslider_grabber_disabled.png diff --git a/scene/resources/default_theme/vslider_grabber_hl.png b/scene/resources/default_theme/vslider_grabber_hl.png Binary files differindex 548972e115..28774fdbf8 100644 --- a/scene/resources/default_theme/vslider_grabber_hl.png +++ b/scene/resources/default_theme/vslider_grabber_hl.png diff --git a/scene/resources/default_theme/vslider_tick.png b/scene/resources/default_theme/vslider_tick.png Binary files differindex 873ebb00d8..bde788b563 100644 --- a/scene/resources/default_theme/vslider_tick.png +++ b/scene/resources/default_theme/vslider_tick.png diff --git a/scene/resources/default_theme/vsplit_bg.png b/scene/resources/default_theme/vsplit_bg.png Binary files differindex 7dd1d48b29..a5749f6d5c 100644 --- a/scene/resources/default_theme/vsplit_bg.png +++ b/scene/resources/default_theme/vsplit_bg.png diff --git a/scene/resources/default_theme/vsplitter.png b/scene/resources/default_theme/vsplitter.png Binary files differindex ec5542bf69..dde1f390df 100644 --- a/scene/resources/default_theme/vsplitter.png +++ b/scene/resources/default_theme/vsplitter.png diff --git a/scene/resources/default_theme/window_resizer.png b/scene/resources/default_theme/window_resizer.png Binary files differindex ed51968c4e..b06e6f5366 100644 --- a/scene/resources/default_theme/window_resizer.png +++ b/scene/resources/default_theme/window_resizer.png diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp index 05493d5777..e5d463d391 100644 --- a/scene/resources/dynamic_font.cpp +++ b/scene/resources/dynamic_font.cpp @@ -625,7 +625,7 @@ void DynamicFontAtSize::_update_char(CharType p_char) { break; } - int error = FT_Load_Char(face, p_char, FT_HAS_COLOR(face) ? FT_LOAD_COLOR : FT_LOAD_DEFAULT | (font->force_autohinter ? FT_LOAD_FORCE_AUTOHINT : 0)); + int error = FT_Load_Char(face, p_char, FT_HAS_COLOR(face) ? FT_LOAD_COLOR : FT_LOAD_DEFAULT | (font->force_autohinter ? FT_LOAD_FORCE_AUTOHINT : 0) | ft_hinting); if (error) { char_map[p_char] = character; return; diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 3fab4d3cfc..d3da842b79 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -378,7 +378,7 @@ bool Environment::is_ssr_rough() const { void Environment::set_ssao_enabled(bool p_enable) { ssao_enabled = p_enable; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); _change_notify(); } @@ -390,7 +390,7 @@ bool Environment::is_ssao_enabled() const { void Environment::set_ssao_radius(float p_radius) { ssao_radius = p_radius; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_radius() const { @@ -400,7 +400,7 @@ float Environment::get_ssao_radius() const { void Environment::set_ssao_intensity(float p_intensity) { ssao_intensity = p_intensity; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_intensity() const { @@ -411,7 +411,7 @@ float Environment::get_ssao_intensity() const { void Environment::set_ssao_radius2(float p_radius) { ssao_radius2 = p_radius; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_radius2() const { @@ -421,7 +421,7 @@ float Environment::get_ssao_radius2() const { void Environment::set_ssao_intensity2(float p_intensity) { ssao_intensity2 = p_intensity; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_intensity2() const { @@ -431,7 +431,7 @@ float Environment::get_ssao_intensity2() const { void Environment::set_ssao_bias(float p_bias) { ssao_bias = p_bias; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_bias() const { @@ -441,17 +441,27 @@ float Environment::get_ssao_bias() const { void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) { ssao_direct_light_affect = p_direct_light_affect; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_direct_light_affect() const { return ssao_direct_light_affect; } +void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) { + + ssao_ao_channel_affect = p_ao_channel_affect; + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); +} +float Environment::get_ssao_ao_channel_affect() const { + + return ssao_ao_channel_affect; +} + void Environment::set_ssao_color(const Color &p_color) { ssao_color = p_color; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } Color Environment::get_ssao_color() const { @@ -462,7 +472,7 @@ Color Environment::get_ssao_color() const { void Environment::set_ssao_blur(SSAOBlur p_blur) { ssao_blur = p_blur; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } Environment::SSAOBlur Environment::get_ssao_blur() const { @@ -472,7 +482,7 @@ Environment::SSAOBlur Environment::get_ssao_blur() const { void Environment::set_ssao_quality(SSAOQuality p_quality) { ssao_quality = p_quality; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } Environment::SSAOQuality Environment::get_ssao_quality() const { @@ -483,7 +493,7 @@ Environment::SSAOQuality Environment::get_ssao_quality() const { void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) { ssao_edge_sharpness = p_edge_sharpness; - VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); + VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness); } float Environment::get_ssao_edge_sharpness() const { @@ -1008,6 +1018,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect); ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect); + ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect); + ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect); + ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color); ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color); @@ -1028,6 +1041,7 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity2", "get_ssao_intensity2"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur"); @@ -1220,6 +1234,7 @@ Environment::Environment() { ssao_intensity2 = 1; ssao_bias = 0.01; ssao_direct_light_affect = 0.0; + ssao_ao_channel_affect = 0.0; ssao_blur = SSAO_BLUR_3x3; set_ssao_edge_sharpness(4); set_ssao_quality(SSAO_QUALITY_LOW); diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 27fd57aa09..7d66c7e60b 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -127,6 +127,7 @@ private: float ssao_intensity2; float ssao_bias; float ssao_direct_light_affect; + float ssao_ao_channel_affect; Color ssao_color; SSAOBlur ssao_blur; float ssao_edge_sharpness; @@ -274,6 +275,9 @@ public: void set_ssao_direct_light_affect(float p_direct_light_affect); float get_ssao_direct_light_affect() const; + void set_ssao_ao_channel_affect(float p_ao_channel_affect); + float get_ssao_ao_channel_affect() const; + void set_ssao_color(const Color &p_color); Color get_ssao_color() const; diff --git a/scene/resources/theme.h b/scene/resources/theme.h index c23f237c75..e0d4038e7e 100644 --- a/scene/resources/theme.h +++ b/scene/resources/theme.h @@ -55,12 +55,12 @@ class Theme : public Resource { void _unref_font(Ref<Font> p_sc); void _emit_theme_changed(); - HashMap<StringName, HashMap<StringName, Ref<Texture>, StringNameHasher>, StringNameHasher> icon_map; - HashMap<StringName, HashMap<StringName, Ref<StyleBox>, StringNameHasher>, StringNameHasher> style_map; - HashMap<StringName, HashMap<StringName, Ref<Font>, StringNameHasher>, StringNameHasher> font_map; - HashMap<StringName, HashMap<StringName, Ref<Shader>, StringNameHasher>, StringNameHasher> shader_map; - HashMap<StringName, HashMap<StringName, Color, StringNameHasher>, StringNameHasher> color_map; - HashMap<StringName, HashMap<StringName, int, StringNameHasher>, StringNameHasher> constant_map; + HashMap<StringName, HashMap<StringName, Ref<Texture> > > icon_map; + HashMap<StringName, HashMap<StringName, Ref<StyleBox> > > style_map; + HashMap<StringName, HashMap<StringName, Ref<Font> > > font_map; + HashMap<StringName, HashMap<StringName, Ref<Shader> > > shader_map; + HashMap<StringName, HashMap<StringName, Color> > color_map; + HashMap<StringName, HashMap<StringName, int> > constant_map; protected: bool _set(const StringName &p_name, const Variant &p_value); diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp index 2dc32b893d..bf765385d0 100644 --- a/scene/scene_string_names.cpp +++ b/scene/scene_string_names.cpp @@ -187,6 +187,8 @@ SceneStringNames::SceneStringNames() { node_configuration_warning_changed = StaticCString::create("node_configuration_warning_changed"); + output = StaticCString::create("output"); + path_pp = NodePath(".."); _default = StaticCString::create("default"); diff --git a/scene/scene_string_names.h b/scene/scene_string_names.h index 2e6da26d68..b88cf7d8d7 100644 --- a/scene/scene_string_names.h +++ b/scene/scene_string_names.h @@ -199,6 +199,8 @@ public: StringName node_configuration_warning_changed; + StringName output; + enum { MAX_MATERIALS = 32 }; |