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animation_blend_tree.cpp 37 KB

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  1. /*************************************************************************/
  2. /* animation_blend_tree.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "animation_blend_tree.h"
  31. #include "scene/scene_string_names.h"
  32. void AnimationNodeAnimation::set_animation(const StringName &p_name) {
  33. animation = p_name;
  34. _change_notify("animation");
  35. }
  36. StringName AnimationNodeAnimation::get_animation() const {
  37. return animation;
  38. }
  39. Vector<String> (*AnimationNodeAnimation::get_editable_animation_list)() = NULL;
  40. void AnimationNodeAnimation::get_parameter_list(List<PropertyInfo> *r_list) const {
  41. r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
  42. }
  43. void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const {
  44. if (property.name == "animation" && get_editable_animation_list) {
  45. Vector<String> names = get_editable_animation_list();
  46. String anims;
  47. for (int i = 0; i < names.size(); i++) {
  48. if (i > 0) {
  49. anims += ",";
  50. }
  51. anims += String(names[i]);
  52. }
  53. if (anims != String()) {
  54. property.hint = PROPERTY_HINT_ENUM;
  55. property.hint_string = anims;
  56. }
  57. }
  58. }
  59. float AnimationNodeAnimation::process(float p_time, bool p_seek) {
  60. AnimationPlayer *ap = state->player;
  61. ERR_FAIL_COND_V(!ap, 0);
  62. float time = get_parameter(this->time);
  63. if (!ap->has_animation(animation)) {
  64. AnimationNodeBlendTree *tree = Object::cast_to<AnimationNodeBlendTree>(parent);
  65. if (tree) {
  66. String name = tree->get_node_name(Ref<AnimationNodeAnimation>(this));
  67. make_invalid(vformat(RTR("On BlendTree node '%s', animation not found: '%s'"), name, animation));
  68. } else {
  69. make_invalid(vformat(RTR("Animation not found: '%s'"), animation));
  70. }
  71. return 0;
  72. }
  73. Ref<Animation> anim = ap->get_animation(animation);
  74. float step;
  75. if (p_seek) {
  76. time = p_time;
  77. step = 0;
  78. } else {
  79. time = MAX(0, time + p_time);
  80. step = p_time;
  81. }
  82. float anim_size = anim->get_length();
  83. if (anim->has_loop()) {
  84. if (anim_size) {
  85. time = Math::fposmod(time, anim_size);
  86. }
  87. } else if (time > anim_size) {
  88. time = anim_size;
  89. }
  90. blend_animation(animation, time, step, p_seek, 1.0);
  91. set_parameter(this->time, time);
  92. return anim_size - time;
  93. }
  94. String AnimationNodeAnimation::get_caption() const {
  95. return "Animation";
  96. }
  97. void AnimationNodeAnimation::_bind_methods() {
  98. ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationNodeAnimation::set_animation);
  99. ClassDB::bind_method(D_METHOD("get_animation"), &AnimationNodeAnimation::get_animation);
  100. ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
  101. }
  102. AnimationNodeAnimation::AnimationNodeAnimation() {
  103. last_version = 0;
  104. skip = false;
  105. time = "time";
  106. }
  107. ////////////////////////////////////////////////////////
  108. void AnimationNodeOneShot::get_parameter_list(List<PropertyInfo> *r_list) const {
  109. r_list->push_back(PropertyInfo(Variant::BOOL, active));
  110. r_list->push_back(PropertyInfo(Variant::BOOL, prev_active, PROPERTY_HINT_NONE, "", 0));
  111. r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
  112. r_list->push_back(PropertyInfo(Variant::REAL, remaining, PROPERTY_HINT_NONE, "", 0));
  113. r_list->push_back(PropertyInfo(Variant::REAL, time_to_restart, PROPERTY_HINT_NONE, "", 0));
  114. }
  115. Variant AnimationNodeOneShot::get_parameter_default_value(const StringName &p_parameter) const {
  116. if (p_parameter == active || p_parameter == prev_active) {
  117. return false;
  118. } else if (p_parameter == time_to_restart) {
  119. return -1;
  120. } else {
  121. return 0.0;
  122. }
  123. }
  124. void AnimationNodeOneShot::set_fadein_time(float p_time) {
  125. fade_in = p_time;
  126. }
  127. void AnimationNodeOneShot::set_fadeout_time(float p_time) {
  128. fade_out = p_time;
  129. }
  130. float AnimationNodeOneShot::get_fadein_time() const {
  131. return fade_in;
  132. }
  133. float AnimationNodeOneShot::get_fadeout_time() const {
  134. return fade_out;
  135. }
  136. void AnimationNodeOneShot::set_autorestart(bool p_active) {
  137. autorestart = p_active;
  138. }
  139. void AnimationNodeOneShot::set_autorestart_delay(float p_time) {
  140. autorestart_delay = p_time;
  141. }
  142. void AnimationNodeOneShot::set_autorestart_random_delay(float p_time) {
  143. autorestart_random_delay = p_time;
  144. }
  145. bool AnimationNodeOneShot::has_autorestart() const {
  146. return autorestart;
  147. }
  148. float AnimationNodeOneShot::get_autorestart_delay() const {
  149. return autorestart_delay;
  150. }
  151. float AnimationNodeOneShot::get_autorestart_random_delay() const {
  152. return autorestart_random_delay;
  153. }
  154. void AnimationNodeOneShot::set_mix_mode(MixMode p_mix) {
  155. mix = p_mix;
  156. }
  157. AnimationNodeOneShot::MixMode AnimationNodeOneShot::get_mix_mode() const {
  158. return mix;
  159. }
  160. String AnimationNodeOneShot::get_caption() const {
  161. return "OneShot";
  162. }
  163. bool AnimationNodeOneShot::has_filter() const {
  164. return true;
  165. }
  166. float AnimationNodeOneShot::process(float p_time, bool p_seek) {
  167. bool active = get_parameter(this->active);
  168. bool prev_active = get_parameter(this->prev_active);
  169. float time = get_parameter(this->time);
  170. float remaining = get_parameter(this->remaining);
  171. float time_to_restart = get_parameter(this->time_to_restart);
  172. if (!active) {
  173. //make it as if this node doesn't exist, pass input 0 by.
  174. if (prev_active) {
  175. set_parameter(this->prev_active, false);
  176. }
  177. if (time_to_restart >= 0.0 && !p_seek) {
  178. time_to_restart -= p_time;
  179. if (time_to_restart < 0) {
  180. //restart
  181. set_parameter(this->active, true);
  182. active = true;
  183. }
  184. set_parameter(this->time_to_restart, time_to_restart);
  185. }
  186. if (!active) {
  187. return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  188. }
  189. }
  190. bool os_seek = p_seek;
  191. if (p_seek)
  192. time = p_time;
  193. bool do_start = !prev_active;
  194. if (do_start) {
  195. time = 0;
  196. os_seek = true;
  197. set_parameter(this->prev_active, true);
  198. }
  199. float blend;
  200. if (time < fade_in) {
  201. if (fade_in > 0)
  202. blend = time / fade_in;
  203. else
  204. blend = 0; //wtf
  205. } else if (!do_start && remaining < fade_out) {
  206. if (fade_out)
  207. blend = (remaining / fade_out);
  208. else
  209. blend = 1.0;
  210. } else
  211. blend = 1.0;
  212. float main_rem;
  213. if (mix == MIX_MODE_ADD) {
  214. main_rem = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  215. } else {
  216. main_rem = blend_input(0, p_time, p_seek, 1.0 - blend, FILTER_BLEND, !sync);
  217. }
  218. float os_rem = blend_input(1, os_seek ? time : p_time, os_seek, blend, FILTER_PASS, false);
  219. if (do_start) {
  220. remaining = os_rem;
  221. }
  222. if (!p_seek) {
  223. time += p_time;
  224. remaining = os_rem;
  225. if (remaining <= 0) {
  226. set_parameter(this->active, false);
  227. set_parameter(this->prev_active, false);
  228. if (autorestart) {
  229. float restart_sec = autorestart_delay + Math::randf() * autorestart_random_delay;
  230. set_parameter(this->time_to_restart, restart_sec);
  231. }
  232. }
  233. }
  234. set_parameter(this->time, time);
  235. set_parameter(this->remaining, remaining);
  236. return MAX(main_rem, remaining);
  237. }
  238. void AnimationNodeOneShot::set_use_sync(bool p_sync) {
  239. sync = p_sync;
  240. }
  241. bool AnimationNodeOneShot::is_using_sync() const {
  242. return sync;
  243. }
  244. void AnimationNodeOneShot::_bind_methods() {
  245. ClassDB::bind_method(D_METHOD("set_fadein_time", "time"), &AnimationNodeOneShot::set_fadein_time);
  246. ClassDB::bind_method(D_METHOD("get_fadein_time"), &AnimationNodeOneShot::get_fadein_time);
  247. ClassDB::bind_method(D_METHOD("set_fadeout_time", "time"), &AnimationNodeOneShot::set_fadeout_time);
  248. ClassDB::bind_method(D_METHOD("get_fadeout_time"), &AnimationNodeOneShot::get_fadeout_time);
  249. ClassDB::bind_method(D_METHOD("set_autorestart", "enable"), &AnimationNodeOneShot::set_autorestart);
  250. ClassDB::bind_method(D_METHOD("has_autorestart"), &AnimationNodeOneShot::has_autorestart);
  251. ClassDB::bind_method(D_METHOD("set_autorestart_delay", "enable"), &AnimationNodeOneShot::set_autorestart_delay);
  252. ClassDB::bind_method(D_METHOD("get_autorestart_delay"), &AnimationNodeOneShot::get_autorestart_delay);
  253. ClassDB::bind_method(D_METHOD("set_autorestart_random_delay", "enable"), &AnimationNodeOneShot::set_autorestart_random_delay);
  254. ClassDB::bind_method(D_METHOD("get_autorestart_random_delay"), &AnimationNodeOneShot::get_autorestart_random_delay);
  255. ClassDB::bind_method(D_METHOD("set_mix_mode", "mode"), &AnimationNodeOneShot::set_mix_mode);
  256. ClassDB::bind_method(D_METHOD("get_mix_mode"), &AnimationNodeOneShot::get_mix_mode);
  257. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeOneShot::set_use_sync);
  258. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeOneShot::is_using_sync);
  259. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadein_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadein_time", "get_fadein_time");
  260. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadeout_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadeout_time", "get_fadeout_time");
  261. ADD_GROUP("autorestart_", "Auto Restart");
  262. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autorestart"), "set_autorestart", "has_autorestart");
  263. ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_delay", "get_autorestart_delay");
  264. ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_random_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_random_delay", "get_autorestart_random_delay");
  265. ADD_GROUP("", "");
  266. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  267. BIND_ENUM_CONSTANT(MIX_MODE_BLEND)
  268. BIND_ENUM_CONSTANT(MIX_MODE_ADD)
  269. }
  270. AnimationNodeOneShot::AnimationNodeOneShot() {
  271. add_input("in");
  272. add_input("shot");
  273. fade_in = 0.1;
  274. fade_out = 0.1;
  275. autorestart = false;
  276. autorestart_delay = 1;
  277. mix = MIX_MODE_BLEND;
  278. sync = false;
  279. active = "active";
  280. prev_active = "prev_active";
  281. time = "time";
  282. remaining = "remaining";
  283. time_to_restart = "time_to_restart";
  284. }
  285. ////////////////////////////////////////////////
  286. void AnimationNodeAdd2::get_parameter_list(List<PropertyInfo> *r_list) const {
  287. r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "0,1,0.01"));
  288. }
  289. Variant AnimationNodeAdd2::get_parameter_default_value(const StringName &p_parameter) const {
  290. return 0;
  291. }
  292. String AnimationNodeAdd2::get_caption() const {
  293. return "Add2";
  294. }
  295. void AnimationNodeAdd2::set_use_sync(bool p_sync) {
  296. sync = p_sync;
  297. }
  298. bool AnimationNodeAdd2::is_using_sync() const {
  299. return sync;
  300. }
  301. bool AnimationNodeAdd2::has_filter() const {
  302. return true;
  303. }
  304. float AnimationNodeAdd2::process(float p_time, bool p_seek) {
  305. float amount = get_parameter(add_amount);
  306. float rem0 = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  307. blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync);
  308. return rem0;
  309. }
  310. void AnimationNodeAdd2::_bind_methods() {
  311. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd2::set_use_sync);
  312. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd2::is_using_sync);
  313. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  314. }
  315. AnimationNodeAdd2::AnimationNodeAdd2() {
  316. add_amount = "add_amount";
  317. add_input("in");
  318. add_input("add");
  319. sync = false;
  320. }
  321. ////////////////////////////////////////////////
  322. void AnimationNodeAdd3::get_parameter_list(List<PropertyInfo> *r_list) const {
  323. r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
  324. }
  325. Variant AnimationNodeAdd3::get_parameter_default_value(const StringName &p_parameter) const {
  326. return 0;
  327. }
  328. String AnimationNodeAdd3::get_caption() const {
  329. return "Add3";
  330. }
  331. void AnimationNodeAdd3::set_use_sync(bool p_sync) {
  332. sync = p_sync;
  333. }
  334. bool AnimationNodeAdd3::is_using_sync() const {
  335. return sync;
  336. }
  337. bool AnimationNodeAdd3::has_filter() const {
  338. return true;
  339. }
  340. float AnimationNodeAdd3::process(float p_time, bool p_seek) {
  341. float amount = get_parameter(add_amount);
  342. blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_PASS, !sync);
  343. float rem0 = blend_input(1, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  344. blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_PASS, !sync);
  345. return rem0;
  346. }
  347. void AnimationNodeAdd3::_bind_methods() {
  348. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd3::set_use_sync);
  349. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd3::is_using_sync);
  350. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  351. }
  352. AnimationNodeAdd3::AnimationNodeAdd3() {
  353. add_amount = "add_amount";
  354. add_input("-add");
  355. add_input("in");
  356. add_input("+add");
  357. sync = false;
  358. }
  359. /////////////////////////////////////////////
  360. void AnimationNodeBlend2::get_parameter_list(List<PropertyInfo> *r_list) const {
  361. r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "0,1,0.01"));
  362. }
  363. Variant AnimationNodeBlend2::get_parameter_default_value(const StringName &p_parameter) const {
  364. return 0; //for blend amount
  365. }
  366. String AnimationNodeBlend2::get_caption() const {
  367. return "Blend2";
  368. }
  369. float AnimationNodeBlend2::process(float p_time, bool p_seek) {
  370. float amount = get_parameter(blend_amount);
  371. float rem0 = blend_input(0, p_time, p_seek, 1.0 - amount, FILTER_BLEND, !sync);
  372. float rem1 = blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync);
  373. return amount > 0.5 ? rem1 : rem0; //hacky but good enough
  374. }
  375. void AnimationNodeBlend2::set_use_sync(bool p_sync) {
  376. sync = p_sync;
  377. }
  378. bool AnimationNodeBlend2::is_using_sync() const {
  379. return sync;
  380. }
  381. bool AnimationNodeBlend2::has_filter() const {
  382. return true;
  383. }
  384. void AnimationNodeBlend2::_bind_methods() {
  385. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend2::set_use_sync);
  386. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend2::is_using_sync);
  387. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  388. }
  389. AnimationNodeBlend2::AnimationNodeBlend2() {
  390. blend_amount = "blend_amount";
  391. add_input("in");
  392. add_input("blend");
  393. sync = false;
  394. }
  395. //////////////////////////////////////
  396. void AnimationNodeBlend3::get_parameter_list(List<PropertyInfo> *r_list) const {
  397. r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
  398. }
  399. Variant AnimationNodeBlend3::get_parameter_default_value(const StringName &p_parameter) const {
  400. return 0; //for blend amount
  401. }
  402. String AnimationNodeBlend3::get_caption() const {
  403. return "Blend3";
  404. }
  405. void AnimationNodeBlend3::set_use_sync(bool p_sync) {
  406. sync = p_sync;
  407. }
  408. bool AnimationNodeBlend3::is_using_sync() const {
  409. return sync;
  410. }
  411. float AnimationNodeBlend3::process(float p_time, bool p_seek) {
  412. float amount = get_parameter(blend_amount);
  413. float rem0 = blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_IGNORE, !sync);
  414. float rem1 = blend_input(1, p_time, p_seek, 1.0 - ABS(amount), FILTER_IGNORE, !sync);
  415. float rem2 = blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_IGNORE, !sync);
  416. return amount > 0.5 ? rem2 : (amount < -0.5 ? rem0 : rem1); //hacky but good enough
  417. }
  418. void AnimationNodeBlend3::_bind_methods() {
  419. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend3::set_use_sync);
  420. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend3::is_using_sync);
  421. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  422. }
  423. AnimationNodeBlend3::AnimationNodeBlend3() {
  424. blend_amount = "blend_amount";
  425. add_input("-blend");
  426. add_input("in");
  427. add_input("+blend");
  428. sync = false;
  429. }
  430. /////////////////////////////////
  431. void AnimationNodeTimeScale::get_parameter_list(List<PropertyInfo> *r_list) const {
  432. r_list->push_back(PropertyInfo(Variant::REAL, scale, PROPERTY_HINT_RANGE, "0,32,0.01,or_greater"));
  433. }
  434. Variant AnimationNodeTimeScale::get_parameter_default_value(const StringName &p_parameter) const {
  435. return 1.0; //initial timescale
  436. }
  437. String AnimationNodeTimeScale::get_caption() const {
  438. return "TimeScale";
  439. }
  440. float AnimationNodeTimeScale::process(float p_time, bool p_seek) {
  441. float scale = get_parameter(this->scale);
  442. if (p_seek) {
  443. return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false);
  444. } else {
  445. return blend_input(0, p_time * scale, false, 1.0, FILTER_IGNORE, false);
  446. }
  447. }
  448. void AnimationNodeTimeScale::_bind_methods() {
  449. }
  450. AnimationNodeTimeScale::AnimationNodeTimeScale() {
  451. scale = "scale";
  452. add_input("in");
  453. }
  454. ////////////////////////////////////
  455. void AnimationNodeTimeSeek::get_parameter_list(List<PropertyInfo> *r_list) const {
  456. r_list->push_back(PropertyInfo(Variant::REAL, seek_pos, PROPERTY_HINT_RANGE, "-1,3600,0.01,or_greater"));
  457. }
  458. Variant AnimationNodeTimeSeek::get_parameter_default_value(const StringName &p_parameter) const {
  459. return 1.0; //initial timescale
  460. }
  461. String AnimationNodeTimeSeek::get_caption() const {
  462. return "Seek";
  463. }
  464. float AnimationNodeTimeSeek::process(float p_time, bool p_seek) {
  465. float seek_pos = get_parameter(this->seek_pos);
  466. if (p_seek) {
  467. return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false);
  468. } else if (seek_pos >= 0) {
  469. float ret = blend_input(0, seek_pos, true, 1.0, FILTER_IGNORE, false);
  470. set_parameter(this->seek_pos, -1.0); //reset
  471. _change_notify("seek_pos");
  472. return ret;
  473. } else {
  474. return blend_input(0, p_time, false, 1.0, FILTER_IGNORE, false);
  475. }
  476. }
  477. void AnimationNodeTimeSeek::_bind_methods() {
  478. }
  479. AnimationNodeTimeSeek::AnimationNodeTimeSeek() {
  480. add_input("in");
  481. seek_pos = "seek_position";
  482. }
  483. /////////////////////////////////////////////////
  484. void AnimationNodeTransition::get_parameter_list(List<PropertyInfo> *r_list) const {
  485. String anims;
  486. for (int i = 0; i < enabled_inputs; i++) {
  487. if (i > 0) {
  488. anims += ",";
  489. }
  490. anims += inputs[i].name;
  491. }
  492. r_list->push_back(PropertyInfo(Variant::INT, current, PROPERTY_HINT_ENUM, anims));
  493. r_list->push_back(PropertyInfo(Variant::INT, prev_current, PROPERTY_HINT_NONE, "", 0));
  494. r_list->push_back(PropertyInfo(Variant::INT, prev, PROPERTY_HINT_NONE, "", 0));
  495. r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
  496. r_list->push_back(PropertyInfo(Variant::REAL, prev_xfading, PROPERTY_HINT_NONE, "", 0));
  497. }
  498. Variant AnimationNodeTransition::get_parameter_default_value(const StringName &p_parameter) const {
  499. if (p_parameter == time || p_parameter == prev_xfading) {
  500. return 0.0;
  501. } else if (p_parameter == prev || p_parameter == prev_current) {
  502. return -1;
  503. } else {
  504. return 0;
  505. }
  506. }
  507. String AnimationNodeTransition::get_caption() const {
  508. return "Transition";
  509. }
  510. void AnimationNodeTransition::_update_inputs() {
  511. while (get_input_count() < enabled_inputs) {
  512. add_input(inputs[get_input_count()].name);
  513. }
  514. while (get_input_count() > enabled_inputs) {
  515. remove_input(get_input_count() - 1);
  516. }
  517. }
  518. void AnimationNodeTransition::set_enabled_inputs(int p_inputs) {
  519. ERR_FAIL_INDEX(p_inputs, MAX_INPUTS);
  520. enabled_inputs = p_inputs;
  521. _update_inputs();
  522. }
  523. int AnimationNodeTransition::get_enabled_inputs() {
  524. return enabled_inputs;
  525. }
  526. void AnimationNodeTransition::set_input_as_auto_advance(int p_input, bool p_enable) {
  527. ERR_FAIL_INDEX(p_input, MAX_INPUTS);
  528. inputs[p_input].auto_advance = p_enable;
  529. }
  530. bool AnimationNodeTransition::is_input_set_as_auto_advance(int p_input) const {
  531. ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, false);
  532. return inputs[p_input].auto_advance;
  533. }
  534. void AnimationNodeTransition::set_input_caption(int p_input, const String &p_name) {
  535. ERR_FAIL_INDEX(p_input, MAX_INPUTS);
  536. inputs[p_input].name = p_name;
  537. set_input_name(p_input, p_name);
  538. }
  539. String AnimationNodeTransition::get_input_caption(int p_input) const {
  540. ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, String());
  541. return inputs[p_input].name;
  542. }
  543. #if 0
  544. Ref<AnimationNodeBlendTree> tree = get_parent();
  545. if (tree.is_valid() && current >= 0) {
  546. prev = current;
  547. prev_xfading = xfade;
  548. time = 0;
  549. current = p_current;
  550. switched = true;
  551. _change_notify("current");
  552. } else {
  553. current = p_current;
  554. }
  555. #endif
  556. void AnimationNodeTransition::set_cross_fade_time(float p_fade) {
  557. xfade = p_fade;
  558. }
  559. float AnimationNodeTransition::get_cross_fade_time() const {
  560. return xfade;
  561. }
  562. float AnimationNodeTransition::process(float p_time, bool p_seek) {
  563. int current = get_parameter(this->current);
  564. int prev = get_parameter(this->prev);
  565. int prev_current = get_parameter(this->prev_current);
  566. float time = get_parameter(this->time);
  567. float prev_xfading = get_parameter(this->prev_xfading);
  568. bool switched = current != prev_current;
  569. if (switched) {
  570. set_parameter(this->prev_current, current);
  571. set_parameter(this->prev, prev_current);
  572. prev = prev_current;
  573. prev_xfading = xfade;
  574. time = 0;
  575. switched = true;
  576. }
  577. if (current < 0 || current >= enabled_inputs || prev >= enabled_inputs) {
  578. return 0;
  579. }
  580. float rem = 0;
  581. if (prev < 0) { // process current animation, check for transition
  582. rem = blend_input(current, p_time, p_seek, 1.0, FILTER_IGNORE, false);
  583. if (p_seek)
  584. time = p_time;
  585. else
  586. time += p_time;
  587. if (inputs[current].auto_advance && rem <= xfade) {
  588. set_parameter(this->current, (current + 1) % enabled_inputs);
  589. }
  590. } else { // cross-fading from prev to current
  591. float blend = xfade ? (prev_xfading / xfade) : 1;
  592. if (!p_seek && switched) { //just switched, seek to start of current
  593. rem = blend_input(current, 0, true, 1.0 - blend, FILTER_IGNORE, false);
  594. } else {
  595. rem = blend_input(current, p_time, p_seek, 1.0 - blend, FILTER_IGNORE, false);
  596. }
  597. if (p_seek) { // don't seek prev animation
  598. blend_input(prev, 0, false, blend, FILTER_IGNORE, false);
  599. time = p_time;
  600. } else {
  601. blend_input(prev, p_time, false, blend, FILTER_IGNORE, false);
  602. time += p_time;
  603. prev_xfading -= p_time;
  604. if (prev_xfading < 0) {
  605. set_parameter(this->prev, -1);
  606. }
  607. }
  608. }
  609. set_parameter(this->time, time);
  610. set_parameter(this->prev_xfading, prev_xfading);
  611. return rem;
  612. }
  613. void AnimationNodeTransition::_validate_property(PropertyInfo &property) const {
  614. if (property.name.begins_with("input_")) {
  615. String n = property.name.get_slicec('/', 0).get_slicec('_', 1);
  616. if (n != "count") {
  617. int idx = n.to_int();
  618. if (idx >= enabled_inputs) {
  619. property.usage = 0;
  620. }
  621. }
  622. }
  623. AnimationNode::_validate_property(property);
  624. }
  625. void AnimationNodeTransition::_bind_methods() {
  626. ClassDB::bind_method(D_METHOD("set_enabled_inputs", "amount"), &AnimationNodeTransition::set_enabled_inputs);
  627. ClassDB::bind_method(D_METHOD("get_enabled_inputs"), &AnimationNodeTransition::get_enabled_inputs);
  628. ClassDB::bind_method(D_METHOD("set_input_as_auto_advance", "input", "enable"), &AnimationNodeTransition::set_input_as_auto_advance);
  629. ClassDB::bind_method(D_METHOD("is_input_set_as_auto_advance", "input"), &AnimationNodeTransition::is_input_set_as_auto_advance);
  630. ClassDB::bind_method(D_METHOD("set_input_caption", "input", "caption"), &AnimationNodeTransition::set_input_caption);
  631. ClassDB::bind_method(D_METHOD("get_input_caption", "input"), &AnimationNodeTransition::get_input_caption);
  632. ClassDB::bind_method(D_METHOD("set_cross_fade_time", "time"), &AnimationNodeTransition::set_cross_fade_time);
  633. ClassDB::bind_method(D_METHOD("get_cross_fade_time"), &AnimationNodeTransition::get_cross_fade_time);
  634. ADD_PROPERTY(PropertyInfo(Variant::INT, "input_count", PROPERTY_HINT_RANGE, "0,64,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_enabled_inputs", "get_enabled_inputs");
  635. ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,120,0.01"), "set_cross_fade_time", "get_cross_fade_time");
  636. for (int i = 0; i < MAX_INPUTS; i++) {
  637. ADD_PROPERTYI(PropertyInfo(Variant::STRING, "input_" + itos(i) + "/name"), "set_input_caption", "get_input_caption", i);
  638. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "input_" + itos(i) + "/auto_advance"), "set_input_as_auto_advance", "is_input_set_as_auto_advance", i);
  639. }
  640. }
  641. AnimationNodeTransition::AnimationNodeTransition() {
  642. prev_xfading = "prev_xfading";
  643. prev = "prev";
  644. time = "time";
  645. current = "current";
  646. prev_current = "prev_current";
  647. enabled_inputs = 0;
  648. for (int i = 0; i < MAX_INPUTS; i++) {
  649. inputs[i].auto_advance = false;
  650. inputs[i].name = "state " + itos(i);
  651. }
  652. }
  653. /////////////////////
  654. String AnimationNodeOutput::get_caption() const {
  655. return "Output";
  656. }
  657. float AnimationNodeOutput::process(float p_time, bool p_seek) {
  658. return blend_input(0, p_time, p_seek, 1.0);
  659. }
  660. AnimationNodeOutput::AnimationNodeOutput() {
  661. add_input("output");
  662. }
  663. ///////////////////////////////////////////////////////
  664. void AnimationNodeBlendTree::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) {
  665. ERR_FAIL_COND(nodes.has(p_name));
  666. ERR_FAIL_COND(p_node.is_null());
  667. ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output);
  668. ERR_FAIL_COND(String(p_name).find("/") != -1);
  669. Node n;
  670. n.node = p_node;
  671. n.position = p_position;
  672. n.connections.resize(n.node->get_input_count());
  673. nodes[p_name] = n;
  674. emit_changed();
  675. emit_signal("tree_changed");
  676. p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
  677. p_node->connect("changed", this, "_node_changed", varray(p_name), CONNECT_REFERENCE_COUNTED);
  678. }
  679. Ref<AnimationNode> AnimationNodeBlendTree::get_node(const StringName &p_name) const {
  680. ERR_FAIL_COND_V(!nodes.has(p_name), Ref<AnimationNode>());
  681. return nodes[p_name].node;
  682. }
  683. StringName AnimationNodeBlendTree::get_node_name(const Ref<AnimationNode> &p_node) const {
  684. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  685. if (E->get().node == p_node) {
  686. return E->key();
  687. }
  688. }
  689. ERR_FAIL_V(StringName());
  690. }
  691. void AnimationNodeBlendTree::set_node_position(const StringName &p_node, const Vector2 &p_position) {
  692. ERR_FAIL_COND(!nodes.has(p_node));
  693. nodes[p_node].position = p_position;
  694. }
  695. Vector2 AnimationNodeBlendTree::get_node_position(const StringName &p_node) const {
  696. ERR_FAIL_COND_V(!nodes.has(p_node), Vector2());
  697. return nodes[p_node].position;
  698. }
  699. void AnimationNodeBlendTree::get_child_nodes(List<ChildNode> *r_child_nodes) {
  700. Vector<StringName> ns;
  701. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  702. ns.push_back(E->key());
  703. }
  704. ns.sort_custom<StringName::AlphCompare>();
  705. for (int i = 0; i < ns.size(); i++) {
  706. ChildNode cn;
  707. cn.name = ns[i];
  708. cn.node = nodes[cn.name].node;
  709. r_child_nodes->push_back(cn);
  710. }
  711. }
  712. bool AnimationNodeBlendTree::has_node(const StringName &p_name) const {
  713. return nodes.has(p_name);
  714. }
  715. Vector<StringName> AnimationNodeBlendTree::get_node_connection_array(const StringName &p_name) const {
  716. ERR_FAIL_COND_V(!nodes.has(p_name), Vector<StringName>());
  717. return nodes[p_name].connections;
  718. }
  719. void AnimationNodeBlendTree::remove_node(const StringName &p_name) {
  720. ERR_FAIL_COND(!nodes.has(p_name));
  721. ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); //can't delete output
  722. {
  723. Ref<AnimationNode> node = nodes[p_name].node;
  724. node->disconnect("tree_changed", this, "_tree_changed");
  725. node->disconnect("changed", this, "_node_changed");
  726. }
  727. nodes.erase(p_name);
  728. //erase connections to name
  729. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  730. for (int i = 0; i < E->get().connections.size(); i++) {
  731. if (E->get().connections[i] == p_name) {
  732. E->get().connections.write[i] = StringName();
  733. }
  734. }
  735. }
  736. emit_changed();
  737. emit_signal("tree_changed");
  738. }
  739. void AnimationNodeBlendTree::rename_node(const StringName &p_name, const StringName &p_new_name) {
  740. ERR_FAIL_COND(!nodes.has(p_name));
  741. ERR_FAIL_COND(nodes.has(p_new_name));
  742. ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output);
  743. ERR_FAIL_COND(p_new_name == SceneStringNames::get_singleton()->output);
  744. nodes[p_name].node->disconnect("changed", this, "_node_changed");
  745. nodes[p_new_name] = nodes[p_name];
  746. nodes.erase(p_name);
  747. //rename connections
  748. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  749. for (int i = 0; i < E->get().connections.size(); i++) {
  750. if (E->get().connections[i] == p_name) {
  751. E->get().connections.write[i] = p_new_name;
  752. }
  753. }
  754. }
  755. //connection must be done with new name
  756. nodes[p_new_name].node->connect("changed", this, "_node_changed", varray(p_new_name), CONNECT_REFERENCE_COUNTED);
  757. emit_signal("tree_changed");
  758. }
  759. void AnimationNodeBlendTree::connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) {
  760. ERR_FAIL_COND(!nodes.has(p_output_node));
  761. ERR_FAIL_COND(!nodes.has(p_input_node));
  762. ERR_FAIL_COND(p_output_node == SceneStringNames::get_singleton()->output);
  763. ERR_FAIL_COND(p_input_node == p_output_node);
  764. Ref<AnimationNode> input = nodes[p_input_node].node;
  765. ERR_FAIL_INDEX(p_input_index, nodes[p_input_node].connections.size());
  766. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  767. for (int i = 0; i < E->get().connections.size(); i++) {
  768. StringName output = E->get().connections[i];
  769. ERR_FAIL_COND(output == p_output_node);
  770. }
  771. }
  772. nodes[p_input_node].connections.write[p_input_index] = p_output_node;
  773. emit_changed();
  774. }
  775. void AnimationNodeBlendTree::disconnect_node(const StringName &p_node, int p_input_index) {
  776. ERR_FAIL_COND(!nodes.has(p_node));
  777. Ref<AnimationNode> input = nodes[p_node].node;
  778. ERR_FAIL_INDEX(p_input_index, nodes[p_node].connections.size());
  779. nodes[p_node].connections.write[p_input_index] = StringName();
  780. }
  781. AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const {
  782. if (!nodes.has(p_output_node) || p_output_node == SceneStringNames::get_singleton()->output) {
  783. return CONNECTION_ERROR_NO_OUTPUT;
  784. }
  785. if (!nodes.has(p_input_node)) {
  786. return CONNECTION_ERROR_NO_INPUT;
  787. }
  788. if (!nodes.has(p_input_node)) {
  789. return CONNECTION_ERROR_SAME_NODE;
  790. }
  791. Ref<AnimationNode> input = nodes[p_input_node].node;
  792. if (p_input_index < 0 || p_input_index >= nodes[p_input_node].connections.size()) {
  793. return CONNECTION_ERROR_NO_INPUT_INDEX;
  794. }
  795. if (nodes[p_input_node].connections[p_input_index] != StringName()) {
  796. return CONNECTION_ERROR_CONNECTION_EXISTS;
  797. }
  798. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  799. for (int i = 0; i < E->get().connections.size(); i++) {
  800. StringName output = E->get().connections[i];
  801. if (output == p_output_node) {
  802. return CONNECTION_ERROR_CONNECTION_EXISTS;
  803. }
  804. }
  805. }
  806. return CONNECTION_OK;
  807. }
  808. void AnimationNodeBlendTree::get_node_connections(List<NodeConnection> *r_connections) const {
  809. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  810. for (int i = 0; i < E->get().connections.size(); i++) {
  811. StringName output = E->get().connections[i];
  812. if (output != StringName()) {
  813. NodeConnection nc;
  814. nc.input_node = E->key();
  815. nc.input_index = i;
  816. nc.output_node = output;
  817. r_connections->push_back(nc);
  818. }
  819. }
  820. }
  821. }
  822. String AnimationNodeBlendTree::get_caption() const {
  823. return "BlendTree";
  824. }
  825. float AnimationNodeBlendTree::process(float p_time, bool p_seek) {
  826. Ref<AnimationNodeOutput> output = nodes[SceneStringNames::get_singleton()->output].node;
  827. return _blend_node("output", nodes[SceneStringNames::get_singleton()->output].connections, this, output, p_time, p_seek, 1.0);
  828. }
  829. void AnimationNodeBlendTree::get_node_list(List<StringName> *r_list) {
  830. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  831. r_list->push_back(E->key());
  832. }
  833. }
  834. void AnimationNodeBlendTree::set_graph_offset(const Vector2 &p_graph_offset) {
  835. graph_offset = p_graph_offset;
  836. }
  837. Vector2 AnimationNodeBlendTree::get_graph_offset() const {
  838. return graph_offset;
  839. }
  840. Ref<AnimationNode> AnimationNodeBlendTree::get_child_by_name(const StringName &p_name) {
  841. return get_node(p_name);
  842. }
  843. bool AnimationNodeBlendTree::_set(const StringName &p_name, const Variant &p_value) {
  844. String name = p_name;
  845. if (name.begins_with("nodes/")) {
  846. String node_name = name.get_slicec('/', 1);
  847. String what = name.get_slicec('/', 2);
  848. if (what == "node") {
  849. Ref<AnimationNode> anode = p_value;
  850. if (anode.is_valid()) {
  851. add_node(node_name, p_value);
  852. }
  853. return true;
  854. }
  855. if (what == "position") {
  856. if (nodes.has(node_name)) {
  857. nodes[node_name].position = p_value;
  858. }
  859. return true;
  860. }
  861. } else if (name == "node_connections") {
  862. Array conns = p_value;
  863. ERR_FAIL_COND_V(conns.size() % 3 != 0, false);
  864. for (int i = 0; i < conns.size(); i += 3) {
  865. connect_node(conns[i], conns[i + 1], conns[i + 2]);
  866. }
  867. return true;
  868. }
  869. return false;
  870. }
  871. bool AnimationNodeBlendTree::_get(const StringName &p_name, Variant &r_ret) const {
  872. String name = p_name;
  873. if (name.begins_with("nodes/")) {
  874. String node_name = name.get_slicec('/', 1);
  875. String what = name.get_slicec('/', 2);
  876. if (what == "node") {
  877. if (nodes.has(node_name)) {
  878. r_ret = nodes[node_name].node;
  879. return true;
  880. }
  881. }
  882. if (what == "position") {
  883. if (nodes.has(node_name)) {
  884. r_ret = nodes[node_name].position;
  885. return true;
  886. }
  887. }
  888. } else if (name == "node_connections") {
  889. List<NodeConnection> nc;
  890. get_node_connections(&nc);
  891. Array conns;
  892. conns.resize(nc.size() * 3);
  893. int idx = 0;
  894. for (List<NodeConnection>::Element *E = nc.front(); E; E = E->next()) {
  895. conns[idx * 3 + 0] = E->get().input_node;
  896. conns[idx * 3 + 1] = E->get().input_index;
  897. conns[idx * 3 + 2] = E->get().output_node;
  898. idx++;
  899. }
  900. r_ret = conns;
  901. return true;
  902. }
  903. return false;
  904. }
  905. void AnimationNodeBlendTree::_get_property_list(List<PropertyInfo> *p_list) const {
  906. List<StringName> names;
  907. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  908. names.push_back(E->key());
  909. }
  910. names.sort_custom<StringName::AlphCompare>();
  911. for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
  912. String name = E->get();
  913. if (name != "output") {
  914. p_list->push_back(PropertyInfo(Variant::OBJECT, "nodes/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR));
  915. }
  916. p_list->push_back(PropertyInfo(Variant::VECTOR2, "nodes/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  917. }
  918. p_list->push_back(PropertyInfo(Variant::ARRAY, "node_connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  919. }
  920. void AnimationNodeBlendTree::_tree_changed() {
  921. emit_signal("tree_changed");
  922. }
  923. void AnimationNodeBlendTree::_node_changed(const StringName &p_node) {
  924. ERR_FAIL_COND(!nodes.has(p_node));
  925. nodes[p_node].connections.resize(nodes[p_node].node->get_input_count());
  926. }
  927. void AnimationNodeBlendTree::_bind_methods() {
  928. ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeBlendTree::add_node, DEFVAL(Vector2()));
  929. ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeBlendTree::get_node);
  930. ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeBlendTree::remove_node);
  931. ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeBlendTree::rename_node);
  932. ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeBlendTree::has_node);
  933. ClassDB::bind_method(D_METHOD("connect_node", "input_node", "input_index", "output_node"), &AnimationNodeBlendTree::connect_node);
  934. ClassDB::bind_method(D_METHOD("disconnect_node", "input_node", "input_index"), &AnimationNodeBlendTree::disconnect_node);
  935. ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeBlendTree::set_node_position);
  936. ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeBlendTree::get_node_position);
  937. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeBlendTree::set_graph_offset);
  938. ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeBlendTree::get_graph_offset);
  939. ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendTree::_tree_changed);
  940. ClassDB::bind_method(D_METHOD("_node_changed", "node"), &AnimationNodeBlendTree::_node_changed);
  941. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  942. BIND_CONSTANT(CONNECTION_OK);
  943. BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT);
  944. BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT_INDEX);
  945. BIND_CONSTANT(CONNECTION_ERROR_NO_OUTPUT);
  946. BIND_CONSTANT(CONNECTION_ERROR_SAME_NODE);
  947. BIND_CONSTANT(CONNECTION_ERROR_CONNECTION_EXISTS);
  948. }
  949. AnimationNodeBlendTree::AnimationNodeBlendTree() {
  950. Ref<AnimationNodeOutput> output;
  951. output.instance();
  952. Node n;
  953. n.node = output;
  954. n.position = Vector2(300, 150);
  955. n.connections.resize(1);
  956. nodes["output"] = n;
  957. }
  958. AnimationNodeBlendTree::~AnimationNodeBlendTree() {
  959. }