#ifndef ANIMATION_BLEND_TREE_H #define ANIMATION_BLEND_TREE_H #include "scene/animation/animation_tree.h" class AnimationNodeAnimation : public AnimationRootNode { GDCLASS(AnimationNodeAnimation, AnimationRootNode); StringName animation; uint64_t last_version; float time; float step; bool skip; protected: void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: virtual String get_caption() const; virtual float process(float p_time, bool p_seek); void set_animation(const StringName &p_name); StringName get_animation() const; float get_playback_time() const; AnimationNodeAnimation(); }; class AnimationNodeOneShot : public AnimationNode { GDCLASS(AnimationNodeOneShot, AnimationNode); public: enum MixMode { MIX_MODE_BLEND, MIX_MODE_ADD }; private: bool active; bool do_start; float fade_in; float fade_out; bool autorestart; float autorestart_delay; float autorestart_random_delay; MixMode mix; float time; float remaining; float autorestart_remaining; bool sync; protected: static void _bind_methods(); public: virtual String get_caption() const; void set_fadein_time(float p_time); void set_fadeout_time(float p_time); float get_fadein_time() const; float get_fadeout_time() const; void set_autorestart(bool p_active); void set_autorestart_delay(float p_time); void set_autorestart_random_delay(float p_time); bool has_autorestart() const; float get_autorestart_delay() const; float get_autorestart_random_delay() const; void set_mix_mode(MixMode p_mix); MixMode get_mix_mode() const; void start(); void stop(); bool is_active() const; void set_use_sync(bool p_sync); bool is_using_sync() const; virtual bool has_filter() const; virtual float process(float p_time, bool p_seek); AnimationNodeOneShot(); }; VARIANT_ENUM_CAST(AnimationNodeOneShot::MixMode) class AnimationNodeAdd2 : public AnimationNode { GDCLASS(AnimationNodeAdd2, AnimationNode); float amount; bool sync; protected: static void _bind_methods(); public: virtual String get_caption() const; void set_amount(float p_amount); float get_amount() const; void set_use_sync(bool p_sync); bool is_using_sync() const; virtual bool has_filter() const; virtual float process(float p_time, bool p_seek); AnimationNodeAdd2(); }; class AnimationNodeAdd3 : public AnimationNode { GDCLASS(AnimationNodeAdd3, AnimationNode); float amount; bool sync; protected: static void _bind_methods(); public: virtual String get_caption() const; void set_amount(float p_amount); float get_amount() const; void set_use_sync(bool p_sync); bool is_using_sync() const; virtual bool has_filter() const; virtual float process(float p_time, bool p_seek); AnimationNodeAdd3(); }; class AnimationNodeBlend2 : public AnimationNode { GDCLASS(AnimationNodeBlend2, AnimationNode); float amount; bool sync; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual float process(float p_time, bool p_seek); void set_amount(float p_amount); float get_amount() const; void set_use_sync(bool p_sync); bool is_using_sync() const; virtual bool has_filter() const; AnimationNodeBlend2(); }; class AnimationNodeBlend3 : public AnimationNode { GDCLASS(AnimationNodeBlend3, AnimationNode); float amount; bool sync; protected: static void _bind_methods(); public: virtual String get_caption() const; void set_amount(float p_amount); float get_amount() const; void set_use_sync(bool p_sync); bool is_using_sync() const; float process(float p_time, bool p_seek); AnimationNodeBlend3(); }; class AnimationNodeTimeScale : public AnimationNode { GDCLASS(AnimationNodeTimeScale, AnimationNode); float scale; protected: static void _bind_methods(); public: virtual String get_caption() const; void set_scale(float p_scale); float get_scale() const; float process(float p_time, bool p_seek); AnimationNodeTimeScale(); }; class AnimationNodeTimeSeek : public AnimationNode { GDCLASS(AnimationNodeTimeSeek, AnimationNode); float seek_pos; protected: static void _bind_methods(); public: virtual String get_caption() const; void set_seek_pos(float p_sec); float get_seek_pos() const; float process(float p_time, bool p_seek); AnimationNodeTimeSeek(); }; class AnimationNodeTransition : public AnimationNode { GDCLASS(AnimationNodeTransition, AnimationNode); enum { MAX_INPUTS = 32 }; struct InputData { String name; bool auto_advance; InputData() { auto_advance = false; } }; InputData inputs[MAX_INPUTS]; int enabled_inputs; float prev_time; float prev_xfading; int prev; bool switched; float time; int current; float xfade; void _update_inputs(); protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; public: virtual String get_caption() const; void set_enabled_inputs(int p_inputs); int get_enabled_inputs(); void set_input_as_auto_advance(int p_input, bool p_enable); bool is_input_set_as_auto_advance(int p_input) const; void set_input_caption(int p_input, const String &p_name); String get_input_caption(int p_input) const; void set_current(int p_current); int get_current() const; void set_cross_fade_time(float p_fade); float get_cross_fade_time() const; float process(float p_time, bool p_seek); AnimationNodeTransition(); }; class AnimationNodeOutput : public AnimationNode { GDCLASS(AnimationNodeOutput, AnimationNode) public: virtual String get_caption() const; virtual float process(float p_time, bool p_seek); AnimationNodeOutput(); }; ///// class AnimationNodeBlendTree : public AnimationRootNode { GDCLASS(AnimationNodeBlendTree, AnimationRootNode) Map > nodes; Vector2 graph_offset; 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; public: enum ConnectionError { CONNECTION_OK, CONNECTION_ERROR_NO_INPUT, CONNECTION_ERROR_NO_INPUT_INDEX, CONNECTION_ERROR_NO_OUTPUT, CONNECTION_ERROR_SAME_NODE, CONNECTION_ERROR_CONNECTION_EXISTS, //no need to check for cycles due to tree topology }; void add_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 connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node); void disconnect_node(const StringName &p_node, int p_input_index); float get_connection_activity(const StringName &p_input_node, int p_input_index) const; struct NodeConnection { StringName input_node; int input_index; StringName output_node; }; ConnectionError can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const; void get_node_connections(List *r_connections) const; virtual String get_caption() const; virtual float process(float p_time, bool p_seek); void get_node_list(List *r_list); void set_graph_offset(const Vector2 &p_graph_offset); Vector2 get_graph_offset() const; virtual void set_tree(AnimationTree *p_player); AnimationNodeBlendTree(); ~AnimationNodeBlendTree(); }; VARIANT_ENUM_CAST(AnimationNodeBlendTree::ConnectionError) #endif // ANIMATION_BLEND_TREE_H