#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 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 AnimationNodeStateMachine::get_node(const StringName &p_name) const { ERR_FAIL_COND_V(!states.has(p_name), Ref()); return states[p_name]; } StringName AnimationNodeStateMachine::get_node_name(const Ref &p_node) const { for (Map >::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 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 *r_nodes) const { List nodes; for (Map >::Element *E = states.front(); E; E = E->next()) { nodes.push_back(E->key()); } nodes.sort_custom(); for (List::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 &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 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) { 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 cost_map; List 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::Element *least_cost_transition = NULL; float least_cost = 1e20; for (List::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 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 >::Element *E = states.front(); E; E = E->next()) { Ref 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 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 *p_list) const { List names; for (Map >::Element *E = states.front(); E; E = E->next()) { names.push_back(E->key()); } names.sort_custom(); for (List::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; }