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/*************************************************************************/
/*  animation_blend_space_1d.h                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 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_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 {
		StringName name;
		Ref<AnimationRootNode> node;
		float position;
	};

	BlendPoint blend_points[MAX_BLEND_POINTS];
	int blend_points_used;

	float max_space;
	float min_space;

	float snap;

	String value_label;

	void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);

	void _tree_changed();

	StringName blend_position;

protected:
	virtual void _validate_property(PropertyInfo &property) const override;
	static void _bind_methods();

public:
	virtual void get_parameter_list(List<PropertyInfo> *r_list) const override;
	virtual Variant get_parameter_default_value(const StringName &p_parameter) const override;

	virtual void get_child_nodes(List<ChildNode> *r_child_nodes) override;

	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_value_label(const String &p_label);
	String get_value_label() const;

	float process(float p_time, bool p_seek) override;
	String get_caption() const override;

	Ref<AnimationNode> get_child_by_name(const StringName &p_name) override;

	AnimationNodeBlendSpace1D();
	~AnimationNodeBlendSpace1D();
};

#endif // ANIMATION_BLEND_SPACE_1D_H