godot/scene/animation/animation_node_state_machine.cpp
2018-07-08 10:24:21 +02:00

791 lines
22 KiB
C++

#include "animation_node_state_machine.h"
/////////////////////////////////////////////////
void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
switch_mode = p_mode;
}
AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
return switch_mode;
}
void AnimationNodeStateMachineTransition::set_auto_advance(bool p_enable) {
auto_advance = p_enable;
}
bool AnimationNodeStateMachineTransition::has_auto_advance() const {
return auto_advance;
}
void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {
ERR_FAIL_COND(p_xfade < 0);
xfade = p_xfade;
emit_changed();
}
float AnimationNodeStateMachineTransition::get_xfade_time() const {
return xfade;
}
void AnimationNodeStateMachineTransition::set_disabled(bool p_disabled) {
disabled = p_disabled;
emit_changed();
}
bool AnimationNodeStateMachineTransition::is_disabled() const {
return disabled;
}
void AnimationNodeStateMachineTransition::set_priority(int p_priority) {
priority = p_priority;
emit_changed();
}
int AnimationNodeStateMachineTransition::get_priority() const {
return priority;
}
void AnimationNodeStateMachineTransition::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_switch_mode", "mode"), &AnimationNodeStateMachineTransition::set_switch_mode);
ClassDB::bind_method(D_METHOD("get_switch_mode"), &AnimationNodeStateMachineTransition::get_switch_mode);
ClassDB::bind_method(D_METHOD("set_auto_advance", "auto_advance"), &AnimationNodeStateMachineTransition::set_auto_advance);
ClassDB::bind_method(D_METHOD("has_auto_advance"), &AnimationNodeStateMachineTransition::has_auto_advance);
ClassDB::bind_method(D_METHOD("set_xfade_time", "secs"), &AnimationNodeStateMachineTransition::set_xfade_time);
ClassDB::bind_method(D_METHOD("get_xfade_time"), &AnimationNodeStateMachineTransition::get_xfade_time);
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &AnimationNodeStateMachineTransition::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &AnimationNodeStateMachineTransition::is_disabled);
ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority);
ClassDB::bind_method(D_METHOD("get_priority"), &AnimationNodeStateMachineTransition::get_priority);
ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,AtEnd"), "set_switch_mode", "get_switch_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01"), "set_xfade_time", "get_xfade_time");
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
}
AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
switch_mode = SWITCH_MODE_IMMEDIATE;
auto_advance = false;
xfade = 0;
disabled = false;
priority = 1;
}
///////////////////////////////////////////////////////
void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node) {
ERR_FAIL_COND(states.has(p_name));
ERR_FAIL_COND(p_node.is_null());
ERR_FAIL_COND(p_node->get_parent().is_valid());
ERR_FAIL_COND(p_node->get_tree() != NULL);
ERR_FAIL_COND(String(p_name).find("/") != -1);
states[p_name] = p_node;
p_node->set_parent(this);
p_node->set_tree(get_tree());
emit_changed();
}
Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {
ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
return states[p_name];
}
StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
if (E->get() == p_node) {
return E->key();
}
}
ERR_FAIL_V(StringName());
}
bool AnimationNodeStateMachine::has_node(const StringName &p_name) const {
return states.has(p_name);
}
void AnimationNodeStateMachine::remove_node(const StringName &p_name) {
ERR_FAIL_COND(!states.has(p_name));
{
//erase node connections
Ref<AnimationNode> node = states[p_name];
for (int i = 0; i < node->get_input_count(); i++) {
node->set_input_connection(i, StringName());
}
node->set_parent(NULL);
node->set_tree(NULL);
}
states.erase(p_name);
path.erase(p_name);
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == p_name || transitions[i].to == p_name) {
transitions.remove(i);
i--;
}
}
if (start_node == p_name) {
start_node = StringName();
}
if (end_node == p_name) {
end_node = StringName();
}
if (playing && current == p_name) {
stop();
}
emit_changed();
}
void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(!states.has(p_name));
ERR_FAIL_COND(states.has(p_new_name));
states[p_new_name] = states[p_name];
states.erase(p_name);
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == p_name) {
transitions[i].from = p_new_name;
}
if (transitions[i].to == p_name) {
transitions[i].to = p_new_name;
}
}
if (start_node == p_name) {
start_node = p_new_name;
}
if (end_node == p_name) {
end_node = p_new_name;
}
if (playing && current == p_name) {
current = p_new_name;
}
path.clear(); //clear path
}
void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
List<StringName> nodes;
for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
nodes.push_back(E->key());
}
nodes.sort_custom<StringName::AlphCompare>();
for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
r_nodes->push_back(E->get());
}
}
bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == p_from && transitions[i].to == p_to)
return true;
}
return false;
}
int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == p_from && transitions[i].to == p_to)
return i;
}
return -1;
}
void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {
ERR_FAIL_COND(p_from == p_to);
ERR_FAIL_COND(!states.has(p_from));
ERR_FAIL_COND(!states.has(p_to));
ERR_FAIL_COND(p_transition.is_null());
for (int i = 0; i < transitions.size(); i++) {
ERR_FAIL_COND(transitions[i].from == p_from && transitions[i].to == p_to);
}
Transition tr;
tr.from = p_from;
tr.to = p_to;
tr.transition = p_transition;
transitions.push_back(tr);
}
Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {
ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
return transitions[p_transition].transition;
}
StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const {
ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
return transitions[p_transition].from;
}
StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const {
ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
return transitions[p_transition].to;
}
int AnimationNodeStateMachine::get_transition_count() const {
return transitions.size();
}
void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) {
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == p_from && transitions[i].to == p_to) {
transitions.remove(i);
return;
}
}
if (playing) {
path.clear();
}
}
void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) {
transitions.remove(p_transition);
if (playing) {
path.clear();
}
}
void AnimationNodeStateMachine::set_start_node(const StringName &p_node) {
ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
start_node = p_node;
}
String AnimationNodeStateMachine::get_start_node() const {
return start_node;
}
void AnimationNodeStateMachine::set_end_node(const StringName &p_node) {
ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
end_node = p_node;
}
String AnimationNodeStateMachine::get_end_node() const {
return end_node;
}
void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) {
graph_offset = p_offset;
}
Vector2 AnimationNodeStateMachine::get_graph_offset() const {
return graph_offset;
}
float AnimationNodeStateMachine::process(float p_time, bool p_seek) {
//if not playing and it can restart, then restart
if (!playing) {
if (start_node) {
start(start_node);
} else {
return 0;
}
}
bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
if (do_start) {
if (start_node != StringName() && p_seek && p_time == 0) {
current = start_node;
}
len_current = blend_node(states[current], 0, true, 1.0, FILTER_IGNORE, false);
pos_current = 0;
loops_current = 0;
play_start = false;
}
float fade_blend = 1.0;
if (fading_from != StringName()) {
if (!p_seek) {
fading_pos += p_time;
}
fade_blend = MIN(1.0, fading_pos / fading_time);
if (fade_blend >= 1.0) {
fading_from = StringName();
}
}
float rem = blend_node(states[current], p_time, p_seek, fade_blend, FILTER_IGNORE, false);
if (fading_from != StringName()) {
blend_node(states[fading_from], p_time, p_seek, 1.0 - fade_blend, FILTER_IGNORE, false);
}
//guess playback position
if (rem > len_current) { // weird but ok
len_current = rem;
}
{ //advance and loop check
float next_pos = len_current - rem;
if (next_pos < pos_current) {
loops_current++;
}
pos_current = next_pos; //looped
}
//find next
StringName next;
float next_xfade = 0;
AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE;
if (path.size()) {
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == current && transitions[i].to == path[0]) {
next_xfade = transitions[i].transition->get_xfade_time();
switch_mode = transitions[i].transition->get_switch_mode();
next = path[0];
}
}
} else {
float priority_best = 1e20;
int auto_advance_to = -1;
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == current && transitions[i].transition->has_auto_advance()) {
if (transitions[i].transition->get_priority() < priority_best) {
auto_advance_to = i;
}
}
}
if (auto_advance_to != -1) {
next = transitions[auto_advance_to].to;
next_xfade = transitions[auto_advance_to].transition->get_xfade_time();
switch_mode = transitions[auto_advance_to].transition->get_switch_mode();
}
}
//if next, see when to transition
if (next != StringName()) {
bool goto_next = false;
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE) {
goto_next = fading_from == StringName();
} else {
goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
if (loops_current > 0) {
next_xfade = 0;
}
}
if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
if (next_xfade) {
//time to fade, baby
fading_from = current;
fading_time = next_xfade;
fading_pos = 0;
} else {
fading_from = StringName();
fading_pos = 0;
}
if (path.size()) { //if it came from path, remove path
path.remove(0);
}
current = next;
if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
len_current = blend_node(states[current], 0, true, 0, FILTER_IGNORE, false);
pos_current = MIN(pos_current, len_current);
blend_node(states[current], pos_current, true, 0, FILTER_IGNORE, false);
} else {
len_current = blend_node(states[current], 0, true, 0, FILTER_IGNORE, false);
pos_current = 0;
}
rem = len_current; //so it does not show 0 on transition
loops_current = 0;
}
}
//compute time left for transitions by using the end node
if (end_node != StringName() && end_node != current) {
rem = blend_node(states[end_node], 0, true, 0, FILTER_IGNORE, false);
}
return rem;
}
bool AnimationNodeStateMachine::travel(const StringName &p_state) {
ERR_FAIL_COND_V(!playing, false);
ERR_FAIL_COND_V(!states.has(p_state), false);
ERR_FAIL_COND_V(!states.has(current), false);
path.clear(); //a new one will be needed
if (current == p_state)
return true; //nothing to do
loops_current = 0; // reset loops, so fade does not happen immediately
Vector2 current_pos = states[current]->get_position();
Vector2 target_pos = states[p_state]->get_position();
Map<StringName, AStarCost> cost_map;
List<int> open_list;
//build open list
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from == current) {
open_list.push_back(i);
float cost = states[transitions[i].to]->get_position().distance_to(current_pos);
cost *= transitions[i].transition->get_priority();
AStarCost ap;
ap.prev = current;
ap.distance = cost;
cost_map[transitions[i].to] = ap;
if (transitions[i].to == p_state) { //prematurely found it! :D
path.push_back(p_state);
return true;
}
}
}
//begin astar
bool found_route = false;
while (!found_route) {
if (open_list.size() == 0) {
return false; //no path found
}
//find the last cost transition
List<int>::Element *least_cost_transition = NULL;
float least_cost = 1e20;
for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
float cost = cost_map[transitions[E->get()].to].distance;
cost += states[transitions[E->get()].to]->get_position().distance_to(target_pos);
if (cost < least_cost) {
least_cost_transition = E;
}
}
StringName transition_prev = transitions[least_cost_transition->get()].from;
StringName transition = transitions[least_cost_transition->get()].to;
for (int i = 0; i < transitions.size(); i++) {
if (transitions[i].from != transition || transitions[i].to == transition_prev) {
continue; //not interested on those
}
float distance = states[transitions[i].from]->get_position().distance_to(states[transitions[i].to]->get_position());
distance *= transitions[i].transition->get_priority();
distance += cost_map[transitions[i].from].distance;
if (cost_map.has(transitions[i].to)) {
//oh this was visited already, can we win the cost?
if (distance < cost_map[transitions[i].to].distance) {
cost_map[transitions[i].to].distance = distance;
cost_map[transitions[i].to].prev = transitions[i].from;
}
} else {
//add to open list
AStarCost ac;
ac.prev = transitions[i].from;
ac.distance = distance;
cost_map[transitions[i].to] = ac;
open_list.push_back(i);
if (transitions[i].to == p_state) {
found_route = true;
break;
}
}
}
if (found_route) {
break;
}
open_list.erase(least_cost_transition);
}
//make path
StringName at = p_state;
while (at != current) {
path.push_back(at);
at = cost_map[at].prev;
}
path.invert();
return true;
}
void AnimationNodeStateMachine::start(const StringName &p_state) {
ERR_FAIL_COND(!states.has(p_state));
path.clear();
current = p_state;
playing = true;
play_start = true;
}
void AnimationNodeStateMachine::stop() {
playing = false;
play_start = false;
current = StringName();
}
bool AnimationNodeStateMachine::is_playing() const {
return playing;
}
StringName AnimationNodeStateMachine::get_current_node() const {
if (!playing) {
return StringName();
}
return current;
}
StringName AnimationNodeStateMachine::get_blend_from_node() const {
if (!playing) {
return StringName();
}
return fading_from;
}
float AnimationNodeStateMachine::get_current_play_pos() const {
return pos_current;
}
float AnimationNodeStateMachine::get_current_length() const {
return len_current;
}
Vector<StringName> AnimationNodeStateMachine::get_travel_path() const {
return path;
}
String AnimationNodeStateMachine::get_caption() const {
return "StateMachine";
}
void AnimationNodeStateMachine::_notification(int p_what) {
}
void AnimationNodeStateMachine::set_tree(AnimationTree *p_player) {
AnimationNode::set_tree(p_player);
for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
Ref<AnimationRootNode> node = E->get();
node->set_tree(p_player);
}
}
bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name.begins_with("states/")) {
String node_name = name.get_slicec('/', 1);
String what = name.get_slicec('/', 2);
if (what == "node") {
Ref<AnimationNode> anode = p_value;
if (anode.is_valid()) {
add_node(node_name, p_value);
}
return true;
}
if (what == "position") {
if (states.has(node_name)) {
states[node_name]->set_position(p_value);
}
return true;
}
} else if (name == "transitions") {
Array trans = p_value;
ERR_FAIL_COND_V(trans.size() % 3 != 0, false);
for (int i = 0; i < trans.size(); i += 3) {
add_transition(trans[i], trans[i + 1], trans[i + 2]);
}
return true;
} else if (name == "start_node") {
set_start_node(p_value);
return true;
} else if (name == "end_node") {
set_end_node(p_value);
return true;
} else if (name == "graph_offset") {
set_graph_offset(p_value);
return true;
}
return false;
}
bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name.begins_with("states/")) {
String node_name = name.get_slicec('/', 1);
String what = name.get_slicec('/', 2);
if (what == "node") {
if (states.has(node_name)) {
r_ret = states[node_name];
return true;
}
}
if (what == "position") {
if (states.has(node_name)) {
r_ret = states[node_name]->get_position();
return true;
}
}
} else if (name == "transitions") {
Array trans;
trans.resize(transitions.size() * 3);
for (int i = 0; i < transitions.size(); i++) {
trans[i * 3 + 0] = transitions[i].from;
trans[i * 3 + 1] = transitions[i].to;
trans[i * 3 + 2] = transitions[i].transition;
}
r_ret = trans;
return true;
} else if (name == "start_node") {
r_ret = get_start_node();
return true;
} else if (name == "end_node") {
r_ret = get_end_node();
return true;
} else if (name == "graph_offset") {
r_ret = get_graph_offset();
return true;
}
return false;
}
void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const {
List<StringName> names;
for (Map<StringName, Ref<AnimationRootNode> >::Element *E = states.front(); E; E = E->next()) {
names.push_back(E->key());
}
names.sort_custom<StringName::AlphCompare>();
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
String name = E->get();
p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::STRING, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::STRING, "end_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
void AnimationNodeStateMachine::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_node", "name", "node"), &AnimationNodeStateMachine::add_node);
ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeStateMachine::get_node);
ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeStateMachine::remove_node);
ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeStateMachine::rename_node);
ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeStateMachine::has_node);
ClassDB::bind_method(D_METHOD("get_node_name", "node"), &AnimationNodeStateMachine::get_node_name);
ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::add_transition);
ClassDB::bind_method(D_METHOD("add_transition", "from", "to", "transition"), &AnimationNodeStateMachine::add_transition);
ClassDB::bind_method(D_METHOD("get_transition", "idx"), &AnimationNodeStateMachine::get_transition);
ClassDB::bind_method(D_METHOD("get_transition_from", "idx"), &AnimationNodeStateMachine::get_transition_from);
ClassDB::bind_method(D_METHOD("get_transition_to", "idx"), &AnimationNodeStateMachine::get_transition_to);
ClassDB::bind_method(D_METHOD("get_transition_count"), &AnimationNodeStateMachine::get_transition_count);
ClassDB::bind_method(D_METHOD("remove_transition_by_index", "idx"), &AnimationNodeStateMachine::remove_transition_by_index);
ClassDB::bind_method(D_METHOD("remove_transition", "from", "to"), &AnimationNodeStateMachine::remove_transition);
ClassDB::bind_method(D_METHOD("set_start_node", "name"), &AnimationNodeStateMachine::set_start_node);
ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node);
ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
ClassDB::bind_method(D_METHOD("set_graph_offset", "name"), &AnimationNodeStateMachine::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachine::travel);
ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachine::start);
ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachine::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachine::is_playing);
ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachine::get_current_node);
ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachine::get_travel_path);
}
AnimationNodeStateMachine::AnimationNodeStateMachine() {
play_start = false;
playing = false;
len_current = 0;
fading_time = 0;
}