Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
219 lines
7.2 KiB
C++
219 lines
7.2 KiB
C++
/*************************************************************************/
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/* animation_node_state_machine.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_NODE_STATE_MACHINE_H
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#define ANIMATION_NODE_STATE_MACHINE_H
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#include "scene/animation/animation_tree.h"
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class AnimationNodeStateMachineTransition : public Resource {
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GDCLASS(AnimationNodeStateMachineTransition, Resource);
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public:
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enum SwitchMode {
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SWITCH_MODE_IMMEDIATE,
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SWITCH_MODE_SYNC,
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SWITCH_MODE_AT_END,
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};
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private:
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SwitchMode switch_mode;
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bool auto_advance;
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StringName advance_condition;
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StringName advance_condition_name;
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float xfade;
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bool disabled;
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int priority;
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protected:
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static void _bind_methods();
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public:
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void set_switch_mode(SwitchMode p_mode);
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SwitchMode get_switch_mode() const;
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void set_auto_advance(bool p_enable);
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bool has_auto_advance() const;
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void set_advance_condition(const StringName &p_condition);
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StringName get_advance_condition() const;
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StringName get_advance_condition_name() const;
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void set_xfade_time(float p_xfade);
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float get_xfade_time() const;
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void set_disabled(bool p_disabled);
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bool is_disabled() const;
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void set_priority(int p_priority);
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int get_priority() const;
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AnimationNodeStateMachineTransition();
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};
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VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
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class AnimationNodeStateMachine;
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class AnimationNodeStateMachinePlayback : public Resource {
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GDCLASS(AnimationNodeStateMachinePlayback, Resource);
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friend class AnimationNodeStateMachine;
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struct AStarCost {
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float distance;
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StringName prev;
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};
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float len_total;
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float len_current;
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float pos_current;
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int loops_current;
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StringName current;
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StringName fading_from;
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float fading_time;
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float fading_pos;
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Vector<StringName> path;
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bool playing;
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StringName start_request;
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bool start_request_travel;
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bool stop_request;
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bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel);
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float process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek);
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protected:
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static void _bind_methods();
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public:
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void travel(const StringName &p_state);
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void start(const StringName &p_state);
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void stop();
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bool is_playing() const;
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StringName get_current_node() const;
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StringName get_blend_from_node() const;
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Vector<StringName> get_travel_path() const;
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float get_current_play_pos() const;
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float get_current_length() const;
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AnimationNodeStateMachinePlayback();
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};
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class AnimationNodeStateMachine : public AnimationRootNode {
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GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
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private:
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friend class AnimationNodeStateMachinePlayback;
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struct State {
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Ref<AnimationRootNode> node;
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Vector2 position;
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};
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Map<StringName, State> states;
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struct Transition {
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StringName from;
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StringName to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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Vector<Transition> transitions;
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StringName playback;
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StringName start_node;
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StringName end_node;
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Vector2 graph_offset;
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void _tree_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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virtual void get_parameter_list(List<PropertyInfo> *r_list) const override;
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virtual Variant get_parameter_default_value(const StringName &p_parameter) const override;
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void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
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void replace_node(const StringName &p_name, Ref<AnimationNode> p_node);
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Ref<AnimationNode> get_node(const StringName &p_name) const;
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void remove_node(const StringName &p_name);
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void rename_node(const StringName &p_name, const StringName &p_new_name);
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bool has_node(const StringName &p_name) const;
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StringName get_node_name(const Ref<AnimationNode> &p_node) const;
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void get_node_list(List<StringName> *r_nodes) const;
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void set_node_position(const StringName &p_name, const Vector2 &p_position);
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Vector2 get_node_position(const StringName &p_name) const;
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virtual void get_child_nodes(List<ChildNode> *r_child_nodes) override;
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bool has_transition(const StringName &p_from, const StringName &p_to) const;
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int find_transition(const StringName &p_from, const StringName &p_to) const;
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void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
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Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
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StringName get_transition_from(int p_transition) const;
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StringName get_transition_to(int p_transition) const;
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int get_transition_count() const;
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void remove_transition_by_index(int p_transition);
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void remove_transition(const StringName &p_from, const StringName &p_to);
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void set_start_node(const StringName &p_node);
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String get_start_node() const;
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void set_end_node(const StringName &p_node);
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String get_end_node() const;
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void set_graph_offset(const Vector2 &p_offset);
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Vector2 get_graph_offset() const;
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virtual float process(float p_time, bool p_seek) override;
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virtual String get_caption() const override;
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) override;
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AnimationNodeStateMachine();
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};
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#endif // ANIMATION_NODE_STATE_MACHINE_H
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