godot/scene/animation/animation_blend_space_1d.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* animation_blend_space_1d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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;
static void _bind_methods();
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
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);
String get_caption() const;
Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNodeBlendSpace1D();
~AnimationNodeBlendSpace1D();
};
#endif // ANIMATION_BLEND_SPACE_1D_H