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- /**************************************************************************/
- /* animation_node_state_machine.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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_advance_mode(AdvanceMode p_mode) {
- advance_mode = p_mode;
- }
- AnimationNodeStateMachineTransition::AdvanceMode AnimationNodeStateMachineTransition::get_advance_mode() const {
- return advance_mode;
- }
- 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<Curve> &p_curve) {
- xfade_curve = p_curve;
- }
- Ref<Curve> AnimationNodeStateMachineTransition::get_xfade_curve() const {
- return xfade_curve;
- }
- void AnimationNodeStateMachineTransition::set_reset(bool p_reset) {
- reset = p_reset;
- emit_changed();
- }
- bool AnimationNodeStateMachineTransition::is_reset() const {
- return reset;
- }
- 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_advance_mode", "mode"), &AnimationNodeStateMachineTransition::set_advance_mode);
- ClassDB::bind_method(D_METHOD("get_advance_mode"), &AnimationNodeStateMachineTransition::get_advance_mode);
- 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_reset", "reset"), &AnimationNodeStateMachineTransition::set_reset);
- ClassDB::bind_method(D_METHOD("is_reset"), &AnimationNodeStateMachineTransition::is_reset);
- 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::BOOL, "reset"), "set_reset", "is_reset");
- 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_GROUP("Advance", "advance_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "advance_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Auto"), "set_advance_mode", "get_advance_mode");
- 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");
- BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
- BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
- BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
- BIND_ENUM_CONSTANT(ADVANCE_MODE_DISABLED);
- BIND_ENUM_CONSTANT(ADVANCE_MODE_ENABLED);
- BIND_ENUM_CONSTANT(ADVANCE_MODE_AUTO);
- ADD_SIGNAL(MethodInfo("advance_condition_changed"));
- }
- AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
- }
- ////////////////////////////////////////////////////////
- void AnimationNodeStateMachinePlayback::travel(const StringName &p_state, bool p_reset_on_teleport) {
- travel_request = p_state;
- reset_request_on_teleport = p_reset_on_teleport;
- stop_request = false;
- }
- void AnimationNodeStateMachinePlayback::start(const StringName &p_state, bool p_reset) {
- travel_request = StringName();
- reset_request = p_reset;
- _start(p_state);
- }
- void AnimationNodeStateMachinePlayback::_start(const StringName &p_state) {
- start_request = p_state;
- stop_request = false;
- }
- void AnimationNodeStateMachinePlayback::next() {
- next_request = true;
- }
- void AnimationNodeStateMachinePlayback::stop() {
- stop_request = true;
- }
- bool AnimationNodeStateMachinePlayback::is_playing() const {
- return playing;
- }
- StringName AnimationNodeStateMachinePlayback::get_current_node() const {
- return current;
- }
- StringName AnimationNodeStateMachinePlayback::get_fading_from_node() const {
- return fading_from;
- }
- Vector<StringName> 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;
- }
- float AnimationNodeStateMachinePlayback::get_fade_from_play_pos() const {
- return pos_fade_from;
- }
- float AnimationNodeStateMachinePlayback::get_fade_from_length() const {
- return len_fade_from;
- }
- float AnimationNodeStateMachinePlayback::get_fading_time() const {
- return fading_time;
- }
- float AnimationNodeStateMachinePlayback::get_fading_pos() const {
- return fading_pos;
- }
- 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 !p_state_machine->is_allow_transition_to_self();
- }
- Vector2 current_pos = p_state_machine->states[current].position;
- Vector2 target_pos = p_state_machine->states[p_travel].position;
- HashMap<StringName, AStarCost> cost_map;
- List<int> open_list;
- //build open list
- for (int i = 0; i < p_state_machine->transitions.size(); i++) {
- if (p_state_machine->transitions[i].transition->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_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<int>::Element *least_cost_transition = nullptr;
- float least_cost = 1e20;
- for (List<int>::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->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_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) {
- double rem = _process(p_state_machine, p_time, p_seek, p_is_external_seeking);
- start_request = StringName();
- next_request = false;
- stop_request = false;
- reset_request_on_teleport = false;
- return rem;
- }
- double AnimationNodeStateMachinePlayback::_process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking) {
- if (p_time == -1) {
- Ref<AnimationNodeStateMachine> 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) {
- playing = false;
- return 0;
- }
- bool play_start = false;
- if (start_request != StringName()) {
- // teleport to start
- if (p_state_machine->states.has(start_request)) {
- path.clear();
- current = start_request;
- playing = true;
- play_start = true;
- } else {
- StringName node = start_request;
- ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
- }
- } else if (travel_request != StringName()) {
- 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 = travel_request;
- travel_request = StringName();
- 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, travel_request)) {
- // can't travel, then teleport
- if (p_state_machine->states.has(travel_request)) {
- path.clear();
- if (current != travel_request || reset_request_on_teleport) {
- current = travel_request;
- play_start = true;
- reset_request = reset_request_on_teleport;
- }
- } else {
- StringName node = travel_request;
- travel_request = StringName();
- ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
- }
- }
- travel_request = StringName();
- }
- }
- 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;
- }
- if (reset_request) {
- 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;
- reset_request = false;
- }
- }
- 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 (current_curve.is_valid()) {
- fade_blend = current_curve->sample(fade_blend);
- }
- double rem = do_start ? len_current : p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend) ? CMP_EPSILON : fade_blend, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
- if (fading_from != StringName()) {
- double fade_blend_inv = 1.0 - fade_blend;
- float fading_from_rem = 0.0;
- fading_from_rem = p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
- //guess playback position
- if (fading_from_rem > len_fade_from) { // weird but ok
- len_fade_from = fading_from_rem;
- }
- { //advance and loop check
- float next_pos = len_fade_from - fading_from_rem;
- pos_fade_from = next_pos; //looped
- }
- if (fade_blend >= 1.0) {
- fading_from = StringName();
- }
- }
- //guess playback position
- if (rem > len_current) { // weird but ok
- len_current = rem;
- }
- { //advance and loop check
- double next_pos = len_current - rem;
- end_loop = next_pos < pos_current;
- pos_current = next_pos; //looped
- }
- //find next
- StringName next;
- double 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->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_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();
- reset_request = p_state_machine->transitions[i].transition->is_reset();
- 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->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_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<AnimationNodeStateMachinePlayback> 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();
- reset_request = p_state_machine->transitions[auto_advance_to].transition->is_reset();
- }
- }
- if (next == p_state_machine->end_node) {
- AnimationNodeStateMachine *prev_state_machine = p_state_machine->prev_state_machine;
- if (prev_state_machine != nullptr) {
- Ref<AnimationNodeStateMachinePlayback> 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->get_advance_mode() == AnimationNodeStateMachineTransition::ADVANCE_MODE_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 (next_request || 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<AnimationNodeStateMachine> 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;
- pos_fade_from = pos_current;
- len_fade_from = len_current;
- if (reset_request) {
- len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, p_is_external_seeking, CMP_EPSILON, AnimationNode::FILTER_IGNORE, true); // Process next node's first key in here.
- }
- if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
- 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 {
- 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<AnimationNodeStateMachinePlayback> 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<AnimationNodeStateMachine> state_machine, const Ref<AnimationNodeStateMachineTransition> transition) const {
- if (transition->get_advance_mode() != AnimationNodeStateMachineTransition::ADVANCE_MODE_AUTO) {
- return false;
- }
- StringName advance_condition_name = transition->get_advance_condition_name();
- if (advance_condition_name != StringName() && !bool(state_machine->get_parameter(advance_condition_name))) {
- return false;
- }
- 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);
- if (expression_base) {
- Ref<Expression> 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() || !ret) {
- return false;
- }
- } else {
- WARN_PRINT_ONCE("Animation transition has a valid expression, but no expression base node was set on its AnimationTree.");
- }
- }
- return true;
- }
- void AnimationNodeStateMachinePlayback::_bind_methods() {
- ClassDB::bind_method(D_METHOD("travel", "to_node", "reset_on_teleport"), &AnimationNodeStateMachinePlayback::travel, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("start", "node", "reset"), &AnimationNodeStateMachinePlayback::start, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("next"), &AnimationNodeStateMachinePlayback::next);
- 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_fading_from_node"), &AnimationNodeStateMachinePlayback::get_fading_from_node);
- 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<PropertyInfo> *r_list) const {
- r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ALWAYS_DUPLICATE));
- List<StringName> 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<StringName::AlphCompare>();
- 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<AnimationNodeStateMachinePlayback> p;
- p.instantiate();
- return p;
- } else {
- return false; //advance condition
- }
- }
- void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> 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<AnimationNodeStateMachine> 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);
- p_node->connect("animation_node_renamed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_renamed), CONNECT_REFERENCE_COUNTED);
- p_node->connect("animation_node_removed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_removed), CONNECT_REFERENCE_COUNTED);
- }
- void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<AnimationNode> 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<AnimationNode> node = states[p_name].node;
- if (node.is_valid()) {
- node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
- node->disconnect("animation_node_renamed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_renamed));
- node->disconnect("animation_node_removed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_removed));
- }
- }
- 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);
- p_node->connect("animation_node_renamed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_renamed), CONNECT_REFERENCE_COUNTED);
- p_node->connect("animation_node_removed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_removed), CONNECT_REFERENCE_COUNTED);
- }
- void AnimationNodeStateMachine::set_allow_transition_to_self(bool p_enable) {
- allow_transition_to_self = p_enable;
- }
- bool AnimationNodeStateMachine::is_allow_transition_to_self() const {
- return allow_transition_to_self;
- }
- 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<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {
- ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
- return states[p_name].node;
- }
- StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
- for (const KeyValue<StringName, State> &E : states) {
- if (E.value.node == p_node) {
- return E.key;
- }
- }
- ERR_FAIL_V(StringName());
- }
- void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) {
- Vector<StringName> nodes;
- for (const KeyValue<StringName, State> &E : states) {
- nodes.push_back(E.key);
- }
- nodes.sort_custom<StringName::AlphCompare>();
- 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<AnimationNode> node = states[p_name].node;
- ERR_FAIL_COND(node.is_null());
- node->disconnect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed));
- node->disconnect("animation_node_renamed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_renamed));
- node->disconnect("animation_node_removed", callable_mp(this, &AnimationNodeStateMachine::_animation_node_removed));
- }
- states.erase(p_name);
- emit_signal(SNAME("animation_node_removed"), get_instance_id(), 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<AnimationNodeStateMachine> 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(SNAME("animation_node_renamed"), get_instance_id(), p_name, p_new_name);
- emit_changed();
- emit_signal(SNAME("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<String> 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<AnimationNodeStateMachine>)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<String> 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<AnimationNodeStateMachine>)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<StringName> *r_nodes) const {
- List<StringName> nodes;
- for (const KeyValue<StringName, State> &E : states) {
- nodes.push_back(E.key);
- }
- nodes.sort_custom<StringName::AlphCompare>();
- 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<AnimationNodeStateMachine *> 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<AnimationNodeStateMachine> 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<String> 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<AnimationNodeStateMachine> 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<String> path = String(p_path).split("/");
- Vector<String> 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<AnimationNodeStateMachineTransition> &p_transition) {
- if (updating_transitions) {
- return;
- }
- StringName from = _get_shortest_path(p_from);
- StringName to = _get_shortest_path(p_to);
- Vector<String> path_from = String(from).split("/");
- Vector<String> 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<AnimationNodeStateMachine>)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<AnimationNodeStateMachine>)states[path_to[0]].node)->add_transition("../" + from, local_path, p_transition);
- }
- }
- updating_transitions = false;
- }
- Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {
- ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
- 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<String> path_from = String(tr.from).split("/");
- Vector<String> path_to = String(tr.to).split("/");
- List<Vector<String>> paths;
- paths.push_back(path_from);
- paths.push_back(path_to);
- for (List<Vector<String>>::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<AnimationNodeStateMachine> anodesm = states[E->get()[0]].node;
- if (anodesm.is_valid()) {
- anodesm->_remove_transition(tr.transition);
- }
- }
- }
- }
- }
- void AnimationNodeStateMachine::_remove_transition(const Ref<AnimationNodeStateMachineTransition> 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<AnimationNodeStateMachinePlayback> 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<AnimationNode> 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<AnimationNode> 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<PropertyInfo> *p_list) const {
- List<StringName> names;
- for (const KeyValue<StringName, State> &E : states) {
- names.push_back(E.key);
- }
- names.sort_custom<StringName::AlphCompare>();
- 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<AnimationNodeStartState> s;
- s.instantiate();
- State start;
- start.node = s;
- start.position = Vector2(200, 100);
- states[start_node] = start;
- Ref<AnimationNodeEndState> 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_changed();
- AnimationRootNode::_tree_changed();
- }
- void AnimationNodeStateMachine::_animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) {
- AnimationRootNode::_animation_node_renamed(p_oid, p_old_name, p_new_name);
- }
- void AnimationNodeStateMachine::_animation_node_removed(const ObjectID &p_oid, const StringName &p_node) {
- AnimationRootNode::_animation_node_removed(p_oid, p_node);
- }
- 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);
- ClassDB::bind_method(D_METHOD("set_allow_transition_to_self", "enable"), &AnimationNodeStateMachine::set_allow_transition_to_self);
- ClassDB::bind_method(D_METHOD("is_allow_transition_to_self"), &AnimationNodeStateMachine::is_allow_transition_to_self);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_transition_to_self"), "set_allow_transition_to_self", "is_allow_transition_to_self");
- }
- AnimationNodeStateMachine::AnimationNodeStateMachine() {
- Ref<AnimationNodeStartState> s;
- s.instantiate();
- State start;
- start.node = s;
- start.position = Vector2(200, 100);
- states[start_node] = start;
- Ref<AnimationNodeEndState> e;
- e.instantiate();
- State end;
- end.node = e;
- end.position = Vector2(900, 100);
- states[end_node] = end;
- }
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