/*************************************************************************/ /* animation_node_state_machine.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef ANIMATION_NODE_STATE_MACHINE_H #define ANIMATION_NODE_STATE_MACHINE_H #include "core/math/expression.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 = SWITCH_MODE_IMMEDIATE; bool auto_advance = false; StringName advance_condition; StringName advance_condition_name; float xfade = 0.0; bool disabled = false; int priority = 1; String advance_expression; NodePath advance_expression_base_node; friend class AnimationNodeStateMachinePlayback; Ref expression; 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_advance_condition(const StringName &p_condition); StringName get_advance_condition() const; StringName get_advance_condition_name() const; void set_advance_expression(const String &p_expression); String get_advance_expression() const; void set_advance_expression_base_node(const NodePath &p_expression_base_node); NodePath get_advance_expression_base_node() 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; class AnimationNodeStateMachinePlayback : public Resource { GDCLASS(AnimationNodeStateMachinePlayback, Resource); friend class AnimationNodeStateMachine; struct AStarCost { float distance = 0.0; StringName prev; }; struct Transition { StringName from; StringName to; StringName next; }; float len_current = 0.0; float pos_current = 0.0; bool end_loop = false; StringName current; Transition current_transition; bool force_auto_advance = false; StringName fading_from; float fading_time = 0.0; float fading_pos = 0.0; Vector path; bool playing = false; StringName start_request; bool start_request_travel = false; bool stop_request = false; bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel); double process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_seek_root); bool _check_advance_condition(const Ref p_state_machine, const Ref p_transition) const; protected: static void _bind_methods(); public: void 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 get_travel_path() const; float get_current_play_pos() const; float get_current_length() const; AnimationNodeStateMachinePlayback(); }; class AnimationNodeStateMachine : public AnimationRootNode { GDCLASS(AnimationNodeStateMachine, AnimationRootNode); private: friend class AnimationNodeStateMachinePlayback; struct State { Ref node; Vector2 position; }; HashMap states; struct Transition { StringName from; StringName to; StringName local_from; StringName local_to; Ref transition; }; Vector transitions; StringName playback = "playback"; StringName state_machine_name; AnimationNodeStateMachine *prev_state_machine = nullptr; bool updating_transitions = false; Vector2 graph_offset; void _tree_changed(); void _remove_transition(const Ref p_transition); void _rename_transitions(const StringName &p_name, const StringName &p_new_name); bool _can_connect(const StringName &p_name, Vector p_parents = Vector()); StringName _get_shortest_path(const StringName &p_path) const; 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 *p_list) const; bool _check_advance_condition(const Ref p_state_machine, const Ref p_transition) const; virtual void reset_state() override; public: StringName start_node = "Start"; StringName end_node = "End"; virtual void get_parameter_list(List *r_list) const override; virtual Variant get_parameter_default_value(const StringName &p_parameter) const override; void add_node(const StringName &p_name, Ref p_node, const Vector2 &p_position = Vector2()); void replace_node(const StringName &p_name, Ref p_node); Ref 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 &p_node) const; void get_node_list(List *r_nodes) const; void set_node_position(const StringName &p_name, const Vector2 &p_position); Vector2 get_node_position(const StringName &p_name) const; virtual void get_child_nodes(List *r_child_nodes) override; bool has_transition(const StringName &p_from, const StringName &p_to) const; bool has_local_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 &p_transition); Ref 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(const int p_transition); void remove_transition(const StringName &p_from, const StringName &p_to); bool can_edit_node(const StringName &p_name) const; AnimationNodeStateMachine *get_prev_state_machine() const; void set_graph_offset(const Vector2 &p_offset); Vector2 get_graph_offset() const; virtual double process(double p_time, bool p_seek, bool p_seek_root) override; virtual String get_caption() const override; virtual Ref get_child_by_name(const StringName &p_name) override; AnimationNodeStateMachine(); }; #endif // ANIMATION_NODE_STATE_MACHINE_H