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 🎆
148 lines
5.3 KiB
C++
148 lines
5.3 KiB
C++
/*************************************************************************/
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/* animation_blend_space_2d.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_BLEND_SPACE_2D_H
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#define ANIMATION_BLEND_SPACE_2D_H
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#include "scene/animation/animation_tree.h"
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class AnimationNodeBlendSpace2D : public AnimationRootNode {
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GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode);
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public:
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enum BlendMode {
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BLEND_MODE_INTERPOLATED,
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BLEND_MODE_DISCRETE,
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BLEND_MODE_DISCRETE_CARRY,
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};
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protected:
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enum {
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MAX_BLEND_POINTS = 64
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};
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struct BlendPoint {
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StringName name;
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Ref<AnimationRootNode> node;
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Vector2 position;
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};
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BlendPoint blend_points[MAX_BLEND_POINTS];
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int blend_points_used;
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struct BlendTriangle {
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int points[3];
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};
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Vector<BlendTriangle> triangles;
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StringName blend_position;
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StringName closest;
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StringName length_internal;
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Vector2 max_space;
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Vector2 min_space;
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Vector2 snap;
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String x_label;
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String y_label;
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BlendMode blend_mode;
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void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
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void _set_triangles(const Vector<int> &p_triangles);
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Vector<int> _get_triangles() const;
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void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights);
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bool auto_triangles;
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bool trianges_dirty;
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void _update_triangles();
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void _queue_auto_triangles();
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void _tree_changed();
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protected:
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virtual void _validate_property(PropertyInfo &property) const override;
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static void _bind_methods();
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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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virtual void get_child_nodes(List<ChildNode> *r_child_nodes) override;
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void add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index = -1);
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void set_blend_point_position(int p_point, const Vector2 &p_position);
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void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
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Vector2 get_blend_point_position(int p_point) const;
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Ref<AnimationRootNode> get_blend_point_node(int p_point) const;
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void remove_blend_point(int p_point);
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int get_blend_point_count() const;
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bool has_triangle(int p_x, int p_y, int p_z) const;
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void add_triangle(int p_x, int p_y, int p_z, int p_at_index = -1);
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int get_triangle_point(int p_triangle, int p_point);
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void remove_triangle(int p_triangle);
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int get_triangle_count() const;
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void set_min_space(const Vector2 &p_min);
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Vector2 get_min_space() const;
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void set_max_space(const Vector2 &p_max);
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Vector2 get_max_space() const;
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void set_snap(const Vector2 &p_snap);
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Vector2 get_snap() const;
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void set_x_label(const String &p_label);
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String get_x_label() const;
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void set_y_label(const String &p_label);
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String get_y_label() 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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Vector2 get_closest_point(const Vector2 &p_point);
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void set_auto_triangles(bool p_enable);
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bool get_auto_triangles() const;
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void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) override;
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AnimationNodeBlendSpace2D();
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~AnimationNodeBlendSpace2D();
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};
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VARIANT_ENUM_CAST(AnimationNodeBlendSpace2D::BlendMode)
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#endif // ANIMATION_BLEND_SPACE_2D_H
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