#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 &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 &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 AnimationNodeBlendSpace2D::get_blend_point_node(int p_point) const { ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref()); 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 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 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 &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 &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 AnimationNodeBlendSpace2D::_get_triangles() const { Vector 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 points; points.resize(blend_points_used); for (int i = 0; i < blend_points_used; i++) { points[i] = blend_points[i].position; } Vector 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()); } }