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added AnimationBlendSpace1D

Thomas Herzog 7 lat temu
rodzic
commit
84252f2ec4

+ 1 - 0
editor/plugins/animation_blend_tree_editor_plugin.cpp

@@ -774,6 +774,7 @@ AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() {
 	add_options.push_back(AddOption("TimeScale", "AnimationNodeTimeScale"));
 	add_options.push_back(AddOption("Transition", "AnimationNodeTransition"));
 	add_options.push_back(AddOption("BlendTree", "AnimationNodeBlendTree"));
+	add_options.push_back(AddOption("BlendSpace1D", "AnimationNodeBlendSpace1D"));
 	add_options.push_back(AddOption("BlendSpace2D", "AnimationNodeBlendSpace2D"));
 	add_options.push_back(AddOption("StateMachine", "AnimationNodeStateMachine"));
 	_update_options_menu();

+ 272 - 0
scene/animation/animation_blend_space1d.cpp

@@ -0,0 +1,272 @@
+#include "animation_blend_space1d.h"
+
+void AnimationNodeBlendSpace1D::_validate_property(PropertyInfo &property) const {
+	if (property.name.begins_with("blend_point_")) {
+		String left = property.name.get_slicec('/', 0);
+		int idx = left.get_slicec('_', 1).to_int();
+		if (idx >= blend_points_used) {
+			property.usage = 0;
+		}
+	}
+	AnimationRootNode::_validate_property(property);
+}
+
+void AnimationNodeBlendSpace1D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace1D::add_blend_point, DEFVAL(-1));
+	ClassDB::bind_method(D_METHOD("set_blend_point_position", "point", "pos"), &AnimationNodeBlendSpace1D::set_blend_point_position);
+	ClassDB::bind_method(D_METHOD("get_blend_point_position", "point"), &AnimationNodeBlendSpace1D::get_blend_point_position);
+	ClassDB::bind_method(D_METHOD("set_blend_point_node", "point", "node"), &AnimationNodeBlendSpace1D::set_blend_point_node);
+	ClassDB::bind_method(D_METHOD("get_blend_point_node", "point"), &AnimationNodeBlendSpace1D::get_blend_point_node);
+	ClassDB::bind_method(D_METHOD("remove_blend_point", "point"), &AnimationNodeBlendSpace1D::remove_blend_point);
+	ClassDB::bind_method(D_METHOD("get_blend_point_count"), &AnimationNodeBlendSpace1D::get_blend_point_count);
+
+	ClassDB::bind_method(D_METHOD("set_min_space", "min_space"), &AnimationNodeBlendSpace1D::set_min_space);
+	ClassDB::bind_method(D_METHOD("get_min_space"), &AnimationNodeBlendSpace1D::get_min_space);
+
+	ClassDB::bind_method(D_METHOD("set_max_space", "max_space"), &AnimationNodeBlendSpace1D::set_max_space);
+	ClassDB::bind_method(D_METHOD("get_max_space"), &AnimationNodeBlendSpace1D::get_max_space);
+
+	ClassDB::bind_method(D_METHOD("set_snap", "snap"), &AnimationNodeBlendSpace1D::set_snap);
+	ClassDB::bind_method(D_METHOD("get_snap"), &AnimationNodeBlendSpace1D::get_snap);
+
+	ClassDB::bind_method(D_METHOD("set_blend_pos", "pos"), &AnimationNodeBlendSpace1D::set_blend_pos);
+	ClassDB::bind_method(D_METHOD("get_blend_pos"), &AnimationNodeBlendSpace1D::get_blend_pos);
+
+	ClassDB::bind_method(D_METHOD("set_value_label", "text"), &AnimationNodeBlendSpace1D::set_value_label);
+	ClassDB::bind_method(D_METHOD("get_value_label"), &AnimationNodeBlendSpace1D::get_value_label);
+
+	ClassDB::bind_method(D_METHOD("_add_blend_point", "index", "node"), &AnimationNodeBlendSpace1D::_add_blend_point);
+
+	for (int i = 0; i < MAX_BLEND_POINTS; i++) {
+		ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "blend_point_" + itos(i) + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationRootNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "_add_blend_point", "get_blend_point_node", i);
+		ADD_PROPERTYI(PropertyInfo(Variant::REAL, "blend_point_" + itos(i) + "/pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_blend_point_position", "get_blend_point_position", i);
+	}
+
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_min_space", "get_min_space");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_space", "get_max_space");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "blend_pos", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_blend_pos", "get_blend_pos");
+	ADD_PROPERTY(PropertyInfo(Variant::STRING, "value_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_value_label", "get_value_label");
+}
+
+void AnimationNodeBlendSpace1D::add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index) {
+	ERR_FAIL_COND(blend_points_used >= MAX_BLEND_POINTS);
+	ERR_FAIL_COND(p_node.is_null());
+	ERR_FAIL_COND(p_node->get_parent().is_valid());
+	ERR_FAIL_COND(p_at_index < -1 || p_at_index > blend_points_used);
+
+	if (p_at_index == -1 || p_at_index == blend_points_used) {
+		p_at_index = blend_points_used;
+	} else {
+		for (int i = blend_points_used; i > p_at_index; i++) {
+			blend_points[i] = blend_points[i - 1];
+		}
+	}
+
+	blend_points[p_at_index].node = p_node;
+	blend_points[p_at_index].position = p_position;
+
+	blend_points[p_at_index].node->set_parent(this);
+	blend_points[p_at_index].node->set_graph_player(get_graph_player());
+
+	blend_points_used++;
+}
+
+void AnimationNodeBlendSpace1D::set_blend_point_position(int p_point, float p_position) {
+	ERR_FAIL_INDEX(p_point, blend_points_used);
+
+	blend_points[p_point].position = p_position;
+}
+
+void AnimationNodeBlendSpace1D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) {
+	ERR_FAIL_INDEX(p_point, blend_points_used);
+	ERR_FAIL_COND(p_node.is_null());
+
+	if (blend_points[p_point].node.is_valid()) {
+		blend_points[p_point].node->set_parent(NULL);
+		blend_points[p_point].node->set_graph_player(NULL);
+	}
+
+	blend_points[p_point].node = p_node;
+	blend_points[p_point].node->set_parent(this);
+	blend_points[p_point].node->set_graph_player(get_graph_player());
+}
+
+float AnimationNodeBlendSpace1D::get_blend_point_position(int p_point) const {
+	ERR_FAIL_INDEX_V(p_point, blend_points_used, 0);
+	return blend_points[p_point].position;
+}
+
+Ref<AnimationRootNode> AnimationNodeBlendSpace1D::get_blend_point_node(int p_point) const {
+	ERR_FAIL_INDEX_V(p_point, blend_points_used, Ref<AnimationRootNode>());
+	return blend_points[p_point].node;
+}
+
+void AnimationNodeBlendSpace1D::remove_blend_point(int p_point) {
+	ERR_FAIL_INDEX(p_point, blend_points_used);
+
+	blend_points[p_point].node->set_parent(NULL);
+	blend_points[p_point].node->set_graph_player(NULL);
+
+	for (int i = p_point; i < blend_points_used - 1; i++) {
+		blend_points[i] = blend_points[i + 1];
+	}
+
+	blend_points_used--;
+}
+
+int AnimationNodeBlendSpace1D::get_blend_point_count() const {
+
+	return blend_points_used;
+}
+
+void AnimationNodeBlendSpace1D::set_min_space(float p_min) {
+	min_space = p_min;
+
+	if (min_space >= max_space) {
+		min_space = max_space - 1;
+	}
+}
+
+float AnimationNodeBlendSpace1D::get_min_space() const {
+	return min_space;
+}
+
+void AnimationNodeBlendSpace1D::set_max_space(float p_max) {
+	max_space = p_max;
+
+	if (max_space <= min_space) {
+		max_space = min_space + 1;
+	}
+}
+
+float AnimationNodeBlendSpace1D::get_max_space() const {
+	return max_space;
+}
+
+void AnimationNodeBlendSpace1D::set_snap(float p_snap) {
+	snap = p_snap;
+}
+
+float AnimationNodeBlendSpace1D::get_snap() const {
+	return snap;
+}
+
+void AnimationNodeBlendSpace1D::set_blend_pos(float p_pos) {
+	blend_pos = p_pos;
+}
+
+float AnimationNodeBlendSpace1D::get_blend_pos() const {
+	return blend_pos;
+}
+
+void AnimationNodeBlendSpace1D::set_value_label(const String &p_label) {
+	value_label = p_label;
+}
+
+String AnimationNodeBlendSpace1D::get_value_label() const {
+	return value_label;
+}
+
+void AnimationNodeBlendSpace1D::_add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node) {
+	if (p_index == blend_points_used) {
+		add_blend_point(p_node, 0);
+	} else {
+		set_blend_point_node(p_index, p_node);
+	}
+}
+
+float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
+
+	if (blend_points_used == 0) {
+		return 0.0;
+	}
+
+	if (blend_points_used == 1) {
+		// only one point available, just play that animation
+		return blend_node(blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
+	}
+
+	int point_lower = -1;
+	float pos_lower = 0.0;
+	int point_higher = -1;
+	float pos_higher = 0.0;
+
+	// find the closest two points to blend between
+	for (int i = 0; i < blend_points_used; i++) {
+
+		float pos = blend_points[i].position;
+
+		if (pos <= blend_pos) {
+			if (point_lower == -1) {
+				point_lower = i;
+				pos_lower = pos;
+			} else if ((blend_pos - pos) < (blend_pos - pos_lower)) {
+				point_lower = i;
+				pos_lower = pos;
+			}
+		} else {
+			if (point_higher == -1) {
+				point_higher = i;
+				pos_higher = pos;
+			} else if ((pos - blend_pos) < (pos_higher - blend_pos)) {
+				point_higher = i;
+				pos_higher = pos;
+			}
+		}
+	}
+
+	if (point_lower == -1) {
+		// we are on the left side, no other point to the left
+		// we just play the next point.
+
+		return blend_node(blend_points[point_higher].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
+	} else if (point_higher == -1) {
+		// we are on the right side, no other point to the right
+		// we just play the previous point
+		return blend_node(blend_points[point_lower].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
+	} else {
+
+		//w we are between two points.
+		// figure out weights, then blend the animations
+
+		float distance_between_points = pos_higher - pos_lower;
+
+		float current_pos_inbetween = blend_pos - pos_lower;
+
+		float blend_percentage = current_pos_inbetween / distance_between_points;
+
+		float blend_lower = 1.0 - blend_percentage;
+		float blend_higher = blend_percentage;
+
+		float time_remaining_lower = 0.0;
+		float time_remaining_higher = 0.0;
+
+		time_remaining_lower = blend_node(blend_points[point_lower].node, p_time, p_seek, blend_lower, FILTER_IGNORE, false);
+		time_remaining_higher = blend_node(blend_points[point_higher].node, p_time, p_seek, blend_higher, FILTER_IGNORE, false);
+
+		return MAX(time_remaining_lower, time_remaining_higher);
+	}
+}
+
+String AnimationNodeBlendSpace1D::get_caption() const {
+	return "BlendSpace1D";
+}
+
+AnimationNodeBlendSpace1D::AnimationNodeBlendSpace1D() {
+
+	blend_points_used = 0;
+	max_space = 1;
+	min_space = -1;
+
+	snap = 0.1;
+	value_label = "value";
+}
+
+AnimationNodeBlendSpace1D::~AnimationNodeBlendSpace1D() {
+
+	for (int i = 0; i < blend_points_used; i++) {
+		blend_points[i].node->set_parent(this);
+		blend_points[i].node->set_graph_player(get_graph_player());
+	}
+}

+ 68 - 0
scene/animation/animation_blend_space1d.h

@@ -0,0 +1,68 @@
+#ifndef ANIMATION_BLEND_SPACE1D_H
+#define ANIMATION_BLEND_SPACE1D_H
+
+#include "scene/animation/animation_graph_player.h"
+
+class AnimationNodeBlendSpace1D : public AnimationRootNode {
+	GDCLASS(AnimationNodeBlendSpace1D, AnimationRootNode)
+
+	enum {
+		MAX_BLEND_POINTS = 64
+	};
+
+	struct BlendPoint {
+		Ref<AnimationRootNode> node;
+		float position;
+	};
+
+	BlendPoint blend_points[MAX_BLEND_POINTS];
+	int blend_points_used;
+
+	float blend_pos;
+
+	float max_space;
+	float min_space;
+
+	float snap;
+
+	String value_label;
+
+	void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
+
+protected:
+	virtual void _validate_property(PropertyInfo &property) const;
+	static void _bind_methods();
+
+public:
+	void add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index = -1);
+	void set_blend_point_position(int p_point, float p_position);
+	void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
+
+	float 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;
+
+	void set_min_space(float p_min);
+	float get_min_space() const;
+
+	void set_max_space(float p_max);
+	float get_max_space() const;
+
+	void set_snap(float p_snap);
+	float get_snap() const;
+
+	void set_blend_pos(float p_pos);
+	float get_blend_pos() const;
+
+	void set_value_label(const String &p_label);
+	String get_value_label() const;
+
+	float process(float p_time, bool p_seek);
+	String get_caption() const;
+
+	AnimationNodeBlendSpace1D();
+	~AnimationNodeBlendSpace1D();
+};
+
+#endif // ANIMATION_BLEND_SPACE1D_H

+ 3 - 3
scene/animation/animation_blend_space2d.h

@@ -4,7 +4,7 @@
 #include "scene/animation/animation_graph_player.h"
 
 class AnimationNodeBlendSpace2D : public AnimationRootNode {
-    GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode)
+	GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode)
 
 	enum {
 		MAX_BLEND_POINTS = 64
@@ -87,8 +87,8 @@ public:
 	void set_auto_triangles(bool p_enable);
 	bool get_auto_triangles() const;
 
-    AnimationNodeBlendSpace2D();
-    ~AnimationNodeBlendSpace2D();
+	AnimationNodeBlendSpace2D();
+	~AnimationNodeBlendSpace2D();
 };
 
 #endif // ANIMATION_BLEND_SPACE_H

+ 2 - 0
scene/register_scene_types.cpp

@@ -63,6 +63,7 @@
 #include "scene/2d/tile_map.h"
 #include "scene/2d/visibility_notifier_2d.h"
 #include "scene/2d/y_sort.h"
+#include "scene/animation/animation_blend_space1d.h"
 #include "scene/animation/animation_blend_space2d.h"
 #include "scene/animation/animation_blend_tree.h"
 #include "scene/animation/animation_graph_player.h"
@@ -390,6 +391,7 @@ void register_scene_types() {
 	ClassDB::register_class<AnimationNode>();
 	ClassDB::register_class<AnimationRootNode>();
 	ClassDB::register_class<AnimationNodeBlendTree>();
+	ClassDB::register_class<AnimationNodeBlendSpace1D>();
 	ClassDB::register_class<AnimationNodeBlendSpace2D>();
 	ClassDB::register_class<AnimationNodeStateMachine>();
 	ClassDB::register_class<AnimationNodeStateMachineTransition>();