godot/scene/animation/animation_blend_space_2d.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

149 lines
5.2 KiB
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/*************************************************************************/
/* animation_blend_space_2d.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_2D_H
#define ANIMATION_BLEND_SPACE_2D_H
#include "scene/animation/animation_tree.h"
class AnimationNodeBlendSpace2D : public AnimationRootNode {
GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode);
public:
enum BlendMode {
BLEND_MODE_INTERPOLATED,
BLEND_MODE_DISCRETE,
BLEND_MODE_DISCRETE_CARRY,
};
protected:
enum {
MAX_BLEND_POINTS = 64
};
struct BlendPoint {
StringName name;
Ref<AnimationRootNode> node;
Vector2 position;
};
BlendPoint blend_points[MAX_BLEND_POINTS];
int blend_points_used;
struct BlendTriangle {
int points[3];
};
Vector<BlendTriangle> triangles;
StringName blend_position;
StringName closest;
StringName length_internal;
Vector2 max_space;
Vector2 min_space;
Vector2 snap;
String x_label;
String y_label;
BlendMode blend_mode;
void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
void _set_triangles(const Vector<int> &p_triangles);
Vector<int> _get_triangles() const;
void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights);
bool auto_triangles;
bool trianges_dirty;
void _update_triangles();
void _queue_auto_triangles();
void _tree_changed();
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, const Vector2 &p_position, int p_at_index = -1);
void set_blend_point_position(int p_point, const Vector2 &p_position);
void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
Vector2 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;
bool has_triangle(int p_x, int p_y, int p_z) const;
void add_triangle(int p_x, int p_y, int p_z, int p_at_index = -1);
int get_triangle_point(int p_triangle, int p_point);
void remove_triangle(int p_triangle);
int get_triangle_count() const;
void set_min_space(const Vector2 &p_min);
Vector2 get_min_space() const;
void set_max_space(const Vector2 &p_max);
Vector2 get_max_space() const;
void set_snap(const Vector2 &p_snap);
Vector2 get_snap() const;
void set_x_label(const String &p_label);
String get_x_label() const;
void set_y_label(const String &p_label);
String get_y_label() const;
virtual float process(float p_time, bool p_seek);
virtual String get_caption() const;
Vector2 get_closest_point(const Vector2 &p_point);
void set_auto_triangles(bool p_enable);
bool get_auto_triangles() const;
void set_blend_mode(BlendMode p_blend_mode);
BlendMode get_blend_mode() const;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNodeBlendSpace2D();
~AnimationNodeBlendSpace2D();
};
VARIANT_ENUM_CAST(AnimationNodeBlendSpace2D::BlendMode)
#endif // ANIMATION_BLEND_SPACE_2D_H