/*************************************************************************/ /* animation_node_state_machine.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "animation_node_state_machine.h" #include "scene/main/window.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_advance_condition(const StringName &p_condition) { String cs = p_condition; ERR_FAIL_COND(cs.contains("/") || cs.contains(":")); advance_condition = p_condition; if (!cs.is_empty()) { advance_condition_name = "conditions/" + cs; } else { advance_condition_name = StringName(); } emit_signal(SNAME("advance_condition_changed")); } StringName AnimationNodeStateMachineTransition::get_advance_condition() const { return advance_condition; } StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const { return advance_condition_name; } void AnimationNodeStateMachineTransition::set_advance_expression(const String &p_expression) { advance_expression = p_expression; String advance_expression_stripped = advance_expression.strip_edges(); if (advance_expression_stripped == String()) { expression.unref(); return; } if (expression.is_null()) { expression.instantiate(); } expression->parse(advance_expression_stripped); } String AnimationNodeStateMachineTransition::get_advance_expression() const { return advance_expression; } void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) { ERR_FAIL_COND(p_xfade < 0); xfade_time = p_xfade; emit_changed(); } float AnimationNodeStateMachineTransition::get_xfade_time() const { return xfade_time; } void AnimationNodeStateMachineTransition::set_xfade_curve(const Ref &p_curve) { xfade_curve = p_curve; } Ref AnimationNodeStateMachineTransition::get_xfade_curve() const { return xfade_curve; } 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_advance_condition", "name"), &AnimationNodeStateMachineTransition::set_advance_condition); ClassDB::bind_method(D_METHOD("get_advance_condition"), &AnimationNodeStateMachineTransition::get_advance_condition); 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_xfade_curve", "curve"), &AnimationNodeStateMachineTransition::set_xfade_curve); ClassDB::bind_method(D_METHOD("get_xfade_curve"), &AnimationNodeStateMachineTransition::get_xfade_curve); 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); ClassDB::bind_method(D_METHOD("set_advance_expression", "text"), &AnimationNodeStateMachineTransition::set_advance_expression); ClassDB::bind_method(D_METHOD("get_advance_expression"), &AnimationNodeStateMachineTransition::get_advance_expression); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01,suffix:s"), "set_xfade_time", "get_xfade_time"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "xfade_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_xfade_curve", "get_xfade_curve"); ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority"); ADD_GROUP("Switch", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,At End"), "set_switch_mode", "get_switch_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance"); ADD_GROUP("Advance", "advance_"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "advance_condition"), "set_advance_condition", "get_advance_condition"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "advance_expression", PROPERTY_HINT_EXPRESSION, ""), "set_advance_expression", "get_advance_expression"); ADD_GROUP("Disabling", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE); BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC); BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END); ADD_SIGNAL(MethodInfo("advance_condition_changed")); } AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() { } //////////////////////////////////////////////////////// void AnimationNodeStateMachinePlayback::travel(const StringName &p_state) { start_request_travel = true; start_request = p_state; stop_request = false; } void AnimationNodeStateMachinePlayback::start(const StringName &p_state) { start_request_travel = false; start_request = p_state; stop_request = false; } void AnimationNodeStateMachinePlayback::stop() { stop_request = true; } bool AnimationNodeStateMachinePlayback::is_playing() const { return playing; } StringName AnimationNodeStateMachinePlayback::get_current_node() const { return current; } StringName AnimationNodeStateMachinePlayback::get_blend_from_node() const { return fading_from; } Vector AnimationNodeStateMachinePlayback::get_travel_path() const { return path; } float AnimationNodeStateMachinePlayback::get_current_play_pos() const { return pos_current; } float AnimationNodeStateMachinePlayback::get_current_length() const { return len_current; } bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) { ERR_FAIL_COND_V(!playing, false); ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false); ERR_FAIL_COND_V(!p_state_machine->states.has(current), false); path.clear(); //a new one will be needed if (current == p_travel) { return true; //nothing to do } Vector2 current_pos = p_state_machine->states[current].position; Vector2 target_pos = p_state_machine->states[p_travel].position; HashMap cost_map; List open_list; //build open list for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].transition->is_disabled()) { continue; } if (p_state_machine->transitions[i].local_from == current) { open_list.push_back(i); float cost = p_state_machine->states[p_state_machine->transitions[i].local_to].position.distance_to(current_pos); cost *= p_state_machine->transitions[i].transition->get_priority(); AStarCost ap; ap.prev = current; ap.distance = cost; cost_map[p_state_machine->transitions[i].local_to] = ap; if (p_state_machine->transitions[i].local_to == p_travel) { //prematurely found it! :D path.push_back(p_travel); 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::Element *least_cost_transition = nullptr; float least_cost = 1e20; for (List::Element *E = open_list.front(); E; E = E->next()) { float cost = cost_map[p_state_machine->transitions[E->get()].local_to].distance; cost += p_state_machine->states[p_state_machine->transitions[E->get()].local_to].position.distance_to(target_pos); if (cost < least_cost) { least_cost_transition = E; least_cost = cost; } } StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].local_from; StringName transition = p_state_machine->transitions[least_cost_transition->get()].local_to; for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].transition->is_disabled()) { continue; } if (p_state_machine->transitions[i].local_from != transition || p_state_machine->transitions[i].local_to == transition_prev) { continue; //not interested on those } float distance = p_state_machine->states[p_state_machine->transitions[i].local_from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].local_to].position); distance *= p_state_machine->transitions[i].transition->get_priority(); distance += cost_map[p_state_machine->transitions[i].local_from].distance; if (cost_map.has(p_state_machine->transitions[i].local_to)) { //oh this was visited already, can we win the cost? if (distance < cost_map[p_state_machine->transitions[i].local_to].distance) { cost_map[p_state_machine->transitions[i].local_to].distance = distance; cost_map[p_state_machine->transitions[i].local_to].prev = p_state_machine->transitions[i].local_from; } } else { //add to open list AStarCost ac; ac.prev = p_state_machine->transitions[i].local_from; ac.distance = distance; cost_map[p_state_machine->transitions[i].local_to] = ac; open_list.push_back(i); if (p_state_machine->transitions[i].local_to == p_travel) { found_route = true; break; } } } if (found_route) { break; } open_list.erase(least_cost_transition); } //make path StringName at = p_travel; while (at != current) { path.push_back(at); at = cost_map[at].prev; } path.reverse(); return true; } double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking) { if (p_time == -1) { Ref anodesm = p_state_machine->states[current].node; if (anodesm.is_valid()) { p_state_machine->blend_node(current, p_state_machine->states[current].node, -1, p_seek, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true); } playing = false; return 0; } //if not playing and it can restart, then restart if (!playing && start_request == StringName()) { if (!stop_request && p_state_machine->start_node) { start(p_state_machine->start_node); } else { return 0; } } if (playing && stop_request) { stop_request = false; playing = false; return 0; } bool play_start = false; if (start_request != StringName()) { if (start_request_travel) { if (!playing) { if (!stop_request && p_state_machine->start_node) { // can restart, just postpone traveling path.clear(); current = p_state_machine->start_node; playing = true; play_start = true; } else { // stopped, invalid state String node_name = start_request; start_request = StringName(); //clear start request ERR_FAIL_V_MSG(0, "Can't travel to '" + node_name + "' if state machine is not playing. Maybe you need to enable Autoplay on Load for one of the nodes in your state machine or call .start() first?"); } } else { if (!_travel(p_state_machine, start_request)) { // can't travel, then teleport path.clear(); current = start_request; } start_request = StringName(); //clear start request } } else { // teleport to start if (p_state_machine->states.has(start_request)) { path.clear(); current = start_request; playing = true; play_start = true; start_request = StringName(); //clear start request } else { StringName node = start_request; start_request = StringName(); //clear start request ERR_FAIL_V_MSG(0, "No such node: '" + node + "'"); } } } bool do_start = (p_seek && p_time == 0) || play_start || current == StringName(); if (do_start) { if (p_state_machine->start_node != StringName() && p_seek && p_time == 0 && current == StringName()) { current = p_state_machine->start_node; } len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, 1.0, AnimationNode::FILTER_IGNORE, true); pos_current = 0; } if (!p_state_machine->states.has(current)) { playing = false; //current does not exist current = StringName(); return 0; } float fade_blend = 1.0; if (fading_from != StringName()) { if (!p_state_machine->states.has(fading_from)) { fading_from = StringName(); } else { if (!p_seek) { fading_pos += p_time; } fade_blend = MIN(1.0, fading_pos / fading_time); if (fade_blend >= 1.0) { fading_from = StringName(); } } } if (current_curve.is_valid()) { fade_blend = current_curve->sample(fade_blend); } float rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, p_is_external_seeking, fade_blend, AnimationNode::FILTER_IGNORE, true); if (fading_from != StringName()) { p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, true); } //guess playback position if (rem > len_current) { // weird but ok len_current = rem; } { //advance and loop check float next_pos = len_current - rem; end_loop = next_pos < pos_current; pos_current = next_pos; //looped } //find next StringName next; float next_xfade = 0.0; AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE; if (path.size()) { for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].transition->is_disabled()) { continue; } if (p_state_machine->transitions[i].local_from == current && p_state_machine->transitions[i].local_to == path[0]) { next_xfade = p_state_machine->transitions[i].transition->get_xfade_time(); current_curve = p_state_machine->transitions[i].transition->get_xfade_curve(); switch_mode = p_state_machine->transitions[i].transition->get_switch_mode(); next = path[0]; } } } else { float priority_best = 1e20; int auto_advance_to = -1; for (int i = 0; i < p_state_machine->transitions.size(); i++) { if (p_state_machine->transitions[i].transition->is_disabled()) { continue; } // handles end_node: when end_node is reached in a sub state machine, find and activate the current_transition if (force_auto_advance) { if (p_state_machine->transitions[i].from == current_transition.from && p_state_machine->transitions[i].to == current_transition.to) { auto_advance_to = i; force_auto_advance = false; break; } } // handles start_node: if previous state machine is pointing to a node inside the current state machine, starts the current machine from start_node to prev_local_to if (p_state_machine->start_node == current && p_state_machine->transitions[i].local_from == current) { if (p_state_machine->prev_state_machine != nullptr) { Ref prev_playback = p_state_machine->prev_state_machine->get_parameter(p_state_machine->playback); if (prev_playback.is_valid()) { StringName prev_local_to = String(prev_playback->current_transition.next).replace_first(String(p_state_machine->state_machine_name) + "/", ""); if (p_state_machine->transitions[i].to == prev_local_to) { auto_advance_to = i; prev_playback->current_transition.next = StringName(); break; } } } } if (p_state_machine->transitions[i].from == current && _check_advance_condition(p_state_machine, p_state_machine->transitions[i].transition)) { if (p_state_machine->transitions[i].transition->get_priority() <= priority_best) { priority_best = p_state_machine->transitions[i].transition->get_priority(); auto_advance_to = i; } } } if (auto_advance_to != -1) { next = p_state_machine->transitions[auto_advance_to].local_to; Transition tr; tr.from = String(p_state_machine->state_machine_name) + "/" + String(p_state_machine->transitions[auto_advance_to].from); tr.to = String(p_state_machine->transitions[auto_advance_to].to).replace_first("../", ""); tr.next = p_state_machine->transitions[auto_advance_to].to; current_transition = tr; current_curve = p_state_machine->transitions[auto_advance_to].transition->get_xfade_curve(); next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time(); switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode(); } } if (next == p_state_machine->end_node) { AnimationNodeStateMachine *prev_state_machine = p_state_machine->prev_state_machine; if (prev_state_machine != nullptr) { Ref prev_playback = prev_state_machine->get_parameter(p_state_machine->playback); if (prev_playback.is_valid()) { if (next_xfade) { prev_playback->current_transition = current_transition; prev_playback->force_auto_advance = true; return rem; } float priority_best = 1e20; int auto_advance_to = -1; for (int i = 0; i < prev_state_machine->transitions.size(); i++) { if (prev_state_machine->transitions[i].transition->is_disabled()) { continue; } if (current_transition.next == prev_state_machine->end_node && _check_advance_condition(prev_state_machine, prev_state_machine->transitions[i].transition)) { if (prev_state_machine->transitions[i].transition->get_priority() <= priority_best) { priority_best = prev_state_machine->transitions[i].transition->get_priority(); auto_advance_to = i; } } } if (auto_advance_to != -1) { if (prev_state_machine->transitions[auto_advance_to].transition->get_xfade_time()) { return rem; } } } } } //if next, see when to transition if (next != StringName()) { bool goto_next = false; if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) { goto_next = next_xfade >= (len_current - pos_current) || end_loop; if (end_loop) { next_xfade = 0; } } else { goto_next = fading_from == StringName(); } if (goto_next) { //end_loop 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_at(0); } { // if the current node is a state machine, update the "playing" variable to false by passing -1 in p_time Ref anodesm = p_state_machine->states[current].node; if (anodesm.is_valid()) { p_state_machine->blend_node(current, p_state_machine->states[current].node, -1, p_seek, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true); } } current = next; if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) { len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true); pos_current = MIN(pos_current, len_current); p_state_machine->blend_node(current, p_state_machine->states[current].node, pos_current, true, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true); } else { len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, 0, AnimationNode::FILTER_IGNORE, true); pos_current = 0; } rem = len_current; //so it does not show 0 on transition } } if (current != p_state_machine->end_node) { rem = 1; // the time remaining must always be 1 because there is no way to predict how long it takes for the entire state machine to complete } else { if (p_state_machine->prev_state_machine != nullptr) { Ref prev_playback = p_state_machine->prev_state_machine->get_parameter(p_state_machine->playback); if (prev_playback.is_valid()) { prev_playback->current_transition = current_transition; prev_playback->force_auto_advance = true; } } } return rem; } bool AnimationNodeStateMachinePlayback::_check_advance_condition(const Ref state_machine, const Ref transition) const { if (transition->has_auto_advance()) { return true; } StringName advance_condition_name = transition->get_advance_condition_name(); if (advance_condition_name != StringName() && bool(state_machine->get_parameter(advance_condition_name))) { return true; } if (transition->expression.is_valid()) { AnimationTree *tree_base = state_machine->get_animation_tree(); ERR_FAIL_COND_V(tree_base == nullptr, false); NodePath advance_expression_base_node_path = tree_base->get_advance_expression_base_node(); Node *expression_base = tree_base->get_node_or_null(advance_expression_base_node_path); WARN_PRINT_ONCE("Animation transition has a valid expression, but no expression base node was set on its AnimationTree."); if (expression_base) { Ref exp = transition->expression; bool ret = exp->execute(Array(), expression_base, false, Engine::get_singleton()->is_editor_hint()); // Avoids allowing the user to crash the system with an expression by only allowing const calls. if (!exp->has_execute_failed()) { if (ret) { return true; } } } } return false; } void AnimationNodeStateMachinePlayback::_bind_methods() { ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachinePlayback::travel); ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachinePlayback::start); ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachinePlayback::stop); ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachinePlayback::is_playing); ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachinePlayback::get_current_node); ClassDB::bind_method(D_METHOD("get_current_play_position"), &AnimationNodeStateMachinePlayback::get_current_play_pos); ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length); ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path); } AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() { set_local_to_scene(true); //only one per instantiated scene } /////////////////////////////////////////////////////// void AnimationNodeStateMachine::get_parameter_list(List *r_list) const { r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); List advance_conditions; for (int i = 0; i < transitions.size(); i++) { StringName ac = transitions[i].transition->get_advance_condition_name(); if (ac != StringName() && advance_conditions.find(ac) == nullptr) { advance_conditions.push_back(ac); } } advance_conditions.sort_custom(); for (const StringName &E : advance_conditions) { r_list->push_back(PropertyInfo(Variant::BOOL, E)); } } Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const { if (p_parameter == playback) { Ref p; p.instantiate(); return p; } else { return false; //advance condition } } void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref p_node, const Vector2 &p_position) { ERR_FAIL_COND(states.has(p_name)); ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(String(p_name).contains("/")); State state_new; state_new.node = p_node; state_new.position = p_position; states[p_name] = state_new; Ref anodesm = p_node; if (anodesm.is_valid()) { anodesm->state_machine_name = p_name; anodesm->prev_state_machine = this; } emit_changed(); emit_signal(SNAME("tree_changed")); p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED); } void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref p_node) { ERR_FAIL_COND(states.has(p_name) == false); ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(String(p_name).contains("/")); { Ref node = states[p_name].node; if (node.is_valid()) { node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed)); } } states[p_name].node = p_node; emit_changed(); emit_signal(SNAME("tree_changed")); p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED); } bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const { if (states.has(p_name)) { return !(states[p_name].node->is_class("AnimationNodeStartState") || states[p_name].node->is_class("AnimationNodeEndState")); } return true; } Ref AnimationNodeStateMachine::get_node(const StringName &p_name) const { ERR_FAIL_COND_V(!states.has(p_name), Ref()); return states[p_name].node; } StringName AnimationNodeStateMachine::get_node_name(const Ref &p_node) const { for (const KeyValue &E : states) { if (E.value.node == p_node) { return E.key; } } ERR_FAIL_V(StringName()); } void AnimationNodeStateMachine::get_child_nodes(List *r_child_nodes) { Vector nodes; for (const KeyValue &E : states) { nodes.push_back(E.key); } nodes.sort_custom(); for (int i = 0; i < nodes.size(); i++) { ChildNode cn; cn.name = nodes[i]; cn.node = states[cn.name].node; r_child_nodes->push_back(cn); } } 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)); if (!can_edit_node(p_name)) { return; } for (int i = 0; i < transitions.size(); i++) { if (transitions[i].local_from == p_name || transitions[i].local_to == p_name) { remove_transition_by_index(i); i--; } } { Ref node = states[p_name].node; ERR_FAIL_COND(node.is_null()); node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed)); } states.erase(p_name); emit_changed(); emit_signal(SNAME("tree_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)); ERR_FAIL_COND(!can_edit_node(p_name)); states[p_new_name] = states[p_name]; states.erase(p_name); Ref anodesm = states[p_new_name].node; if (anodesm.is_valid()) { anodesm->state_machine_name = p_new_name; } _rename_transitions(p_name, p_new_name); emit_signal("tree_changed"); } void AnimationNodeStateMachine::_rename_transitions(const StringName &p_name, const StringName &p_new_name) { if (updating_transitions) { return; } updating_transitions = true; for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == p_name) { Vector path = String(transitions[i].to).split("/"); if (path.size() > 1) { if (path[0] == "..") { prev_state_machine->_rename_transitions(String(state_machine_name) + "/" + p_name, String(state_machine_name) + "/" + p_new_name); } else { ((Ref)states[transitions[i].local_to].node)->_rename_transitions("../" + p_name, "../" + p_new_name); } } if (transitions[i].local_from == p_name) { transitions.write[i].local_from = p_new_name; } transitions.write[i].from = p_new_name; } if (transitions[i].to == p_name) { Vector path = String(transitions[i].from).split("/"); if (path.size() > 1) { if (path[0] == "..") { prev_state_machine->_rename_transitions(String(state_machine_name) + "/" + p_name, String(state_machine_name) + "/" + p_new_name); } else { ((Ref)states[transitions[i].local_from].node)->_rename_transitions("../" + p_name, "../" + p_new_name); } } if (transitions[i].local_to == p_name) { transitions.write[i].local_to = p_new_name; } transitions.write[i].to = p_new_name; } updating_transitions = false; } } void AnimationNodeStateMachine::get_node_list(List *r_nodes) const { List nodes; for (const KeyValue &E : states) { nodes.push_back(E.key); } nodes.sort_custom(); for (const StringName &E : nodes) { r_nodes->push_back(E); } } AnimationNodeStateMachine *AnimationNodeStateMachine::get_prev_state_machine() const { return prev_state_machine; } bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const { StringName from = _get_shortest_path(p_from); StringName to = _get_shortest_path(p_to); for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == from && transitions[i].to == to) { return true; } } return false; } int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const { StringName from = _get_shortest_path(p_from); StringName to = _get_shortest_path(p_to); for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == from && transitions[i].to == to) { return i; } } return -1; } bool AnimationNodeStateMachine::_can_connect(const StringName &p_name, Vector p_parents) { if (p_parents.is_empty()) { AnimationNodeStateMachine *prev = this; while (prev != nullptr) { p_parents.push_back(prev); prev = prev->prev_state_machine; } } if (states.has(p_name)) { Ref anodesm = states[p_name].node; if (anodesm.is_valid() && p_parents.find(anodesm.ptr()) != -1) { return false; } return true; } String node_name = p_name; Vector path = node_name.split("/"); if (path.size() < 2) { return false; } if (path[0] == "..") { if (prev_state_machine != nullptr) { return prev_state_machine->_can_connect(node_name.replace_first("../", ""), p_parents); } } else if (states.has(path[0])) { Ref anodesm = states[path[0]].node; if (anodesm.is_valid()) { return anodesm->_can_connect(node_name.replace_first(path[0] + "/", ""), p_parents); } } return false; } StringName AnimationNodeStateMachine::_get_shortest_path(const StringName &p_path) const { // If p_path is something like StateMachine/../StateMachine2/State1, // the result will be StateMachine2/State1. This avoid duplicate // transitions when using add_transition. eg, this two calls is the same: // // add_transition("State1", "StateMachine/../State2", tr) // add_transition("State1", "State2", tr) // // but the second call must be invalid because the transition already exists Vector path = String(p_path).split("/"); Vector new_path; for (int i = 0; i < path.size(); i++) { if (i > 0 && path[i] == ".." && new_path[i - 1] != "..") { new_path.remove_at(i - 1); } else { new_path.push_back(path[i]); } } String result; for (int i = 0; i < new_path.size(); i++) { result += new_path[i] + "/"; } result.remove_at(result.length() - 1); return result; } void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref &p_transition) { if (updating_transitions) { return; } StringName from = _get_shortest_path(p_from); StringName to = _get_shortest_path(p_to); Vector path_from = String(from).split("/"); Vector path_to = String(to).split("/"); ERR_FAIL_COND(from == end_node || to == start_node); ERR_FAIL_COND(from == to); ERR_FAIL_COND(!_can_connect(from)); ERR_FAIL_COND(!_can_connect(to)); ERR_FAIL_COND(p_transition.is_null()); for (int i = 0; i < transitions.size(); i++) { ERR_FAIL_COND(transitions[i].from == from && transitions[i].to == to); } if (path_from.size() > 1 || path_to.size() > 1) { ERR_FAIL_COND(path_from[0] == path_to[0]); } updating_transitions = true; StringName local_from = String(from).get_slicec('/', 0); StringName local_to = String(to).get_slicec('/', 0); local_from = local_from == ".." ? "Start" : local_from; local_to = local_to == ".." ? "End" : local_to; Transition tr; tr.from = from; tr.to = to; tr.local_from = local_from; tr.local_to = local_to; tr.transition = p_transition; tr.transition->connect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED); transitions.push_back(tr); // do recursive if (path_from.size() > 1) { StringName local_path = String(from).replace_first(path_from[0] + "/", ""); if (path_from[0] == "..") { prev_state_machine->add_transition(local_path, String(state_machine_name) + "/" + to, p_transition); } else { ((Ref)states[path_from[0]].node)->add_transition(local_path, "../" + to, p_transition); } } if (path_to.size() > 1) { StringName local_path = String(to).replace_first(path_to[0] + "/", ""); if (path_to[0] == "..") { prev_state_machine->add_transition(String(state_machine_name) + "/" + from, local_path, p_transition); } else { ((Ref)states[path_to[0]].node)->add_transition("../" + from, local_path, p_transition); } } updating_transitions = false; } Ref AnimationNodeStateMachine::get_transition(int p_transition) const { ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref()); 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) { StringName from = _get_shortest_path(p_from); StringName to = _get_shortest_path(p_to); for (int i = 0; i < transitions.size(); i++) { if (transitions[i].from == from && transitions[i].to == to) { remove_transition_by_index(i); return; } } } void AnimationNodeStateMachine::remove_transition_by_index(const int p_transition) { ERR_FAIL_INDEX(p_transition, transitions.size()); Transition tr = transitions[p_transition]; transitions.write[p_transition].transition->disconnect("advance_condition_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed)); transitions.remove_at(p_transition); Vector path_from = String(tr.from).split("/"); Vector path_to = String(tr.to).split("/"); List> paths; paths.push_back(path_from); paths.push_back(path_to); for (List>::Element *E = paths.front(); E; E = E->next()) { if (E->get()[0].size() > 1) { if (E->get()[0] == "..") { prev_state_machine->_remove_transition(tr.transition); } else if (states.has(E->get()[0])) { Ref anodesm = states[E->get()[0]].node; if (anodesm.is_valid()) { anodesm->_remove_transition(tr.transition); } } } } } void AnimationNodeStateMachine::_remove_transition(const Ref p_transition) { for (int i = 0; i < transitions.size(); i++) { if (transitions[i].transition == p_transition) { remove_transition_by_index(i); return; } } } void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) { graph_offset = p_offset; } Vector2 AnimationNodeStateMachine::get_graph_offset() const { return graph_offset; } double AnimationNodeStateMachine::process(double p_time, bool p_seek, bool p_is_external_seeking) { Ref playback_new = get_parameter(playback); ERR_FAIL_COND_V(playback_new.is_null(), 0.0); return playback_new->process(this, p_time, p_seek, p_is_external_seeking); } String AnimationNodeStateMachine::get_caption() const { return "StateMachine"; } bool AnimationNodeStateMachine::has_local_transition(const StringName &p_from, const StringName &p_to) const { StringName from = _get_shortest_path(p_from); StringName to = _get_shortest_path(p_to); for (int i = 0; i < transitions.size(); i++) { if (transitions[i].local_from == from && transitions[i].local_to == to) { return true; } } return false; } Ref AnimationNodeStateMachine::get_child_by_name(const StringName &p_name) { return get_node(p_name); } bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) { String prop_name = p_name; if (prop_name.begins_with("states/")) { String node_name = prop_name.get_slicec('/', 1); String what = prop_name.get_slicec('/', 2); if (what == "node") { Ref 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].position = p_value; } return true; } } else if (prop_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 (prop_name == "graph_offset") { set_graph_offset(p_value); return true; } return false; } bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const { String prop_name = p_name; if (prop_name.begins_with("states/")) { String node_name = prop_name.get_slicec('/', 1); String what = prop_name.get_slicec('/', 2); if (what == "node") { if (states.has(node_name) && can_edit_node(node_name)) { r_ret = states[node_name].node; return true; } } if (what == "position") { if (states.has(node_name)) { r_ret = states[node_name].position; return true; } } } else if (prop_name == "transitions") { Array trans; for (int i = 0; i < transitions.size(); i++) { String from = transitions[i].from; String to = transitions[i].to; if (from.get_slicec('/', 0) == ".." || to.get_slicec('/', 0) == "..") { continue; } trans.push_back(from); trans.push_back(to); trans.push_back(transitions[i].transition); } r_ret = trans; return true; } else if (prop_name == "graph_offset") { r_ret = get_graph_offset(); return true; } return false; } void AnimationNodeStateMachine::_get_property_list(List *p_list) const { List names; for (const KeyValue &E : states) { names.push_back(E.key); } names.sort_custom(); for (const StringName &prop_name : names) { p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); } p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); } void AnimationNodeStateMachine::reset_state() { states.clear(); transitions.clear(); playback = "playback"; start_node = "Start"; end_node = "End"; graph_offset = Vector2(); Ref s; s.instantiate(); State start; start.node = s; start.position = Vector2(200, 100); states[start_node] = start; Ref e; e.instantiate(); State end; end.node = e; end.position = Vector2(900, 100); states[end_node] = end; emit_changed(); emit_signal(SNAME("tree_changed")); } void AnimationNodeStateMachine::set_node_position(const StringName &p_name, const Vector2 &p_position) { ERR_FAIL_COND(!states.has(p_name)); states[p_name].position = p_position; } Vector2 AnimationNodeStateMachine::get_node_position(const StringName &p_name) const { ERR_FAIL_COND_V(!states.has(p_name), Vector2()); return states[p_name].position; } void AnimationNodeStateMachine::_tree_changed() { emit_signal(SNAME("tree_changed")); } void AnimationNodeStateMachine::_bind_methods() { ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeStateMachine::add_node, DEFVAL(Vector2())); ClassDB::bind_method(D_METHOD("replace_node", "name", "node"), &AnimationNodeStateMachine::replace_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("set_node_position", "name", "position"), &AnimationNodeStateMachine::set_node_position); ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeStateMachine::get_node_position); ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::has_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_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset); } AnimationNodeStateMachine::AnimationNodeStateMachine() { Ref s; s.instantiate(); State start; start.node = s; start.position = Vector2(200, 100); states[start_node] = start; Ref e; e.instantiate(); State end; end.node = e; end.position = Vector2(900, 100); states[end_node] = end; }