/**************************************************************************/ /* animation_blend_space_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 node; Vector2 position; }; BlendPoint blend_points[MAX_BLEND_POINTS]; int blend_points_used = 0; struct BlendTriangle { int points[3] = {}; }; Vector triangles; StringName blend_position = "blend_position"; StringName closest = "closest"; StringName length_internal = "length_internal"; Vector2 max_space = Vector2(1, 1); Vector2 min_space = Vector2(-1, -1); Vector2 snap = Vector2(0.1, 0.1); String x_label = "x"; String y_label = "y"; BlendMode blend_mode = BLEND_MODE_INTERPOLATED; void _add_blend_point(int p_index, const Ref &p_node); void _set_triangles(const Vector &p_triangles); Vector _get_triangles() const; void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights); bool auto_triangles = true; bool trianges_dirty = false; void _update_triangles(); void _queue_auto_triangles(); bool sync = false; void _validate_property(PropertyInfo &p_property) const; static void _bind_methods(); virtual void _tree_changed() override; virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) override; virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node) override; public: virtual void get_parameter_list(List *r_list) const override; virtual Variant get_parameter_default_value(const StringName &p_parameter) const override; virtual void get_child_nodes(List *r_child_nodes) override; void add_blend_point(const Ref &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 &p_node); Vector2 get_blend_point_position(int p_point) const; Ref 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 double _process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only = false) override; virtual String get_caption() const override; 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; void set_use_sync(bool p_sync); bool is_using_sync() const; virtual Ref get_child_by_name(const StringName &p_name) const override; AnimationNodeBlendSpace2D(); ~AnimationNodeBlendSpace2D(); }; VARIANT_ENUM_CAST(AnimationNodeBlendSpace2D::BlendMode) #endif // ANIMATION_BLEND_SPACE_2D_H