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1c93606e47
* This should optimize GDScript function calling _enormously_. * It also should simplify the GDScript VM considerably. NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
348 lines
13 KiB
C++
348 lines
13 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "core/math/expression.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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enum AdvanceMode {
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ADVANCE_MODE_DISABLED,
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ADVANCE_MODE_ENABLED,
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ADVANCE_MODE_AUTO,
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};
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private:
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SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE;
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AdvanceMode advance_mode = ADVANCE_MODE_ENABLED;
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StringName advance_condition;
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StringName advance_condition_name;
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float xfade_time = 0.0;
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Ref<Curve> xfade_curve;
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bool reset = true;
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int priority = 1;
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String advance_expression;
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friend class AnimationNodeStateMachinePlayback;
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Ref<Expression> expression;
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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_advance_mode(AdvanceMode p_mode);
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AdvanceMode get_advance_mode() 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_advance_expression(const String &p_expression);
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String get_advance_expression() 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_reset(bool p_reset);
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bool is_reset() const;
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void set_xfade_curve(const Ref<Curve> &p_curve);
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Ref<Curve> get_xfade_curve() 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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VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode)
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class AnimationNodeStateMachinePlayback;
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class AnimationNodeStateMachine : public AnimationRootNode {
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GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
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public:
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enum StateMachineType {
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STATE_MACHINE_TYPE_ROOT,
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STATE_MACHINE_TYPE_NESTED,
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STATE_MACHINE_TYPE_GROUPED,
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};
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private:
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friend class AnimationNodeStateMachinePlayback;
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StateMachineType state_machine_type = STATE_MACHINE_TYPE_ROOT;
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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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HashMap<StringName, State> states;
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bool allow_transition_to_self = false;
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bool reset_ends = false;
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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 = "playback";
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bool updating_transitions = false;
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Vector2 graph_offset;
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void _remove_transition(const Ref<AnimationNodeStateMachineTransition> p_transition);
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void _rename_transitions(const StringName &p_name, const StringName &p_new_name);
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bool _can_connect(const StringName &p_name);
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protected:
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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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void _validate_property(PropertyInfo &p_property) const;
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bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
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virtual void _tree_changed() override;
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virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name) override;
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virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node) override;
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virtual void reset_state() override;
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public:
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StringName start_node = "Start";
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StringName end_node = "End";
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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 bool is_parameter_read_only(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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bool has_transition_from(const StringName &p_from) const;
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bool has_transition_to(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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Vector<int> find_transition_from(const StringName &p_from) const;
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Vector<int> find_transition_to(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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bool is_transition_across_group(int p_transition) const;
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void remove_transition_by_index(const int p_transition);
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void remove_transition(const StringName &p_from, const StringName &p_to);
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void set_state_machine_type(StateMachineType p_state_machine_type);
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StateMachineType get_state_machine_type() const;
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void set_allow_transition_to_self(bool p_enable);
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bool is_allow_transition_to_self() const;
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void set_reset_ends(bool p_enable);
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bool are_ends_reset() const;
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bool can_edit_node(const StringName &p_name) 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 double _process(double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only = false) 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) const override;
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AnimationNodeStateMachine();
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};
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VARIANT_ENUM_CAST(AnimationNodeStateMachine::StateMachineType);
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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 = 0.0;
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StringName prev;
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};
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struct TransitionInfo {
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StringName from;
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StringName to;
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StringName next;
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};
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struct NextInfo {
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StringName node;
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double xfade;
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Ref<Curve> curve;
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AnimationNodeStateMachineTransition::SwitchMode switch_mode;
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bool is_reset;
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};
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struct ChildStateMachineInfo {
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Ref<AnimationNodeStateMachinePlayback> playback;
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Vector<StringName> path;
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bool is_reset = false;
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};
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Ref<AnimationNodeStateMachineTransition> default_transition;
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String base_path;
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double len_fade_from = 0.0;
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double pos_fade_from = 0.0;
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double len_current = 0.0;
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double pos_current = 0.0;
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StringName current;
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Ref<Curve> current_curve;
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Ref<AnimationNodeStateMachineTransition> group_start_transition;
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Ref<AnimationNodeStateMachineTransition> group_end_transition;
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StringName fading_from;
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float fading_time = 0.0;
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float fading_pos = 0.0;
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Vector<StringName> path;
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bool playing = false;
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StringName start_request;
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StringName travel_request;
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bool reset_request = false;
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bool reset_request_on_teleport = false;
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bool _reset_request_for_fading_from = false;
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bool next_request = false;
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bool stop_request = false;
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bool teleport_request = false;
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bool is_grouped = false;
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void _travel_main(const StringName &p_state, bool p_reset_on_teleport = true);
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void _start_main(const StringName &p_state, bool p_reset = true);
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void _next_main();
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void _stop_main();
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bool _make_travel_path(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, Vector<StringName> &r_path, bool p_test_only);
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String _validate_path(AnimationNodeStateMachine *p_state_machine, const String &p_path);
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bool _travel(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_is_allow_transition_to_self, bool p_test_only);
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void _start(AnimationNodeStateMachine *p_state_machine);
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void _clear_path_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only);
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bool _travel_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_is_allow_transition_to_self, bool p_is_parent_same_state, bool p_test_only);
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void _start_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_test_only);
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double process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only);
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double _process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking, bool p_test_only);
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bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
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bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only);
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NextInfo _find_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine) const;
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Ref<AnimationNodeStateMachineTransition> _check_group_transition(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const AnimationNodeStateMachine::Transition &p_transition, Ref<AnimationNodeStateMachine> &r_state_machine, bool &r_bypass) const;
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bool _can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only);
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void _set_current(AnimationNodeStateMachine *p_state_machine, const StringName &p_state);
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void _set_grouped(bool p_is_grouped);
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void _set_base_path(const String &p_base_path);
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Ref<AnimationNodeStateMachinePlayback> _get_parent_playback(AnimationTree *p_tree) const;
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Ref<AnimationNodeStateMachine> _get_parent_state_machine(AnimationTree *p_tree) const;
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Ref<AnimationNodeStateMachineTransition> _get_group_start_transition() const;
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Ref<AnimationNodeStateMachineTransition> _get_group_end_transition() const;
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TypedArray<StringName> _get_travel_path() const;
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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, bool p_reset_on_teleport = true);
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void start(const StringName &p_state, bool p_reset = true);
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void next();
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void stop();
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bool is_playing() const;
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bool is_end() const;
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StringName get_current_node() const;
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StringName get_fading_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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float get_fade_from_play_pos() const;
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float get_fade_from_length() const;
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float get_fading_time() const;
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float get_fading_pos() const;
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void clear_path();
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void push_path(const StringName &p_state);
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AnimationNodeStateMachinePlayback();
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};
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#endif // ANIMATION_NODE_STATE_MACHINE_H
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