1 /*************************************************************************/
2 /*  animation_node_state_machine.cpp                                     */
3 /*************************************************************************/
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30 
31 #include "animation_node_state_machine.h"
32 
33 /////////////////////////////////////////////////
34 
set_switch_mode(SwitchMode p_mode)35 void AnimationNodeStateMachineTransition::set_switch_mode(SwitchMode p_mode) {
36 
37 	switch_mode = p_mode;
38 }
39 
get_switch_mode() const40 AnimationNodeStateMachineTransition::SwitchMode AnimationNodeStateMachineTransition::get_switch_mode() const {
41 
42 	return switch_mode;
43 }
44 
set_auto_advance(bool p_enable)45 void AnimationNodeStateMachineTransition::set_auto_advance(bool p_enable) {
46 	auto_advance = p_enable;
47 }
48 
has_auto_advance() const49 bool AnimationNodeStateMachineTransition::has_auto_advance() const {
50 	return auto_advance;
51 }
52 
set_advance_condition(const StringName & p_condition)53 void AnimationNodeStateMachineTransition::set_advance_condition(const StringName &p_condition) {
54 	String cs = p_condition;
55 	ERR_FAIL_COND(cs.find("/") != -1 || cs.find(":") != -1);
56 	advance_condition = p_condition;
57 	if (cs != String()) {
58 		advance_condition_name = "conditions/" + cs;
59 	} else {
60 		advance_condition_name = StringName();
61 	}
62 	emit_signal("advance_condition_changed");
63 }
64 
get_advance_condition() const65 StringName AnimationNodeStateMachineTransition::get_advance_condition() const {
66 	return advance_condition;
67 }
68 
get_advance_condition_name() const69 StringName AnimationNodeStateMachineTransition::get_advance_condition_name() const {
70 	return advance_condition_name;
71 }
72 
set_xfade_time(float p_xfade)73 void AnimationNodeStateMachineTransition::set_xfade_time(float p_xfade) {
74 
75 	ERR_FAIL_COND(p_xfade < 0);
76 	xfade = p_xfade;
77 	emit_changed();
78 }
79 
get_xfade_time() const80 float AnimationNodeStateMachineTransition::get_xfade_time() const {
81 	return xfade;
82 }
83 
set_disabled(bool p_disabled)84 void AnimationNodeStateMachineTransition::set_disabled(bool p_disabled) {
85 	disabled = p_disabled;
86 	emit_changed();
87 }
88 
is_disabled() const89 bool AnimationNodeStateMachineTransition::is_disabled() const {
90 	return disabled;
91 }
92 
set_priority(int p_priority)93 void AnimationNodeStateMachineTransition::set_priority(int p_priority) {
94 	priority = p_priority;
95 	emit_changed();
96 }
97 
get_priority() const98 int AnimationNodeStateMachineTransition::get_priority() const {
99 	return priority;
100 }
101 
_bind_methods()102 void AnimationNodeStateMachineTransition::_bind_methods() {
103 	ClassDB::bind_method(D_METHOD("set_switch_mode", "mode"), &AnimationNodeStateMachineTransition::set_switch_mode);
104 	ClassDB::bind_method(D_METHOD("get_switch_mode"), &AnimationNodeStateMachineTransition::get_switch_mode);
105 
106 	ClassDB::bind_method(D_METHOD("set_auto_advance", "auto_advance"), &AnimationNodeStateMachineTransition::set_auto_advance);
107 	ClassDB::bind_method(D_METHOD("has_auto_advance"), &AnimationNodeStateMachineTransition::has_auto_advance);
108 
109 	ClassDB::bind_method(D_METHOD("set_advance_condition", "name"), &AnimationNodeStateMachineTransition::set_advance_condition);
110 	ClassDB::bind_method(D_METHOD("get_advance_condition"), &AnimationNodeStateMachineTransition::get_advance_condition);
111 
112 	ClassDB::bind_method(D_METHOD("set_xfade_time", "secs"), &AnimationNodeStateMachineTransition::set_xfade_time);
113 	ClassDB::bind_method(D_METHOD("get_xfade_time"), &AnimationNodeStateMachineTransition::get_xfade_time);
114 
115 	ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &AnimationNodeStateMachineTransition::set_disabled);
116 	ClassDB::bind_method(D_METHOD("is_disabled"), &AnimationNodeStateMachineTransition::is_disabled);
117 
118 	ClassDB::bind_method(D_METHOD("set_priority", "priority"), &AnimationNodeStateMachineTransition::set_priority);
119 	ClassDB::bind_method(D_METHOD("get_priority"), &AnimationNodeStateMachineTransition::get_priority);
120 
121 	ADD_PROPERTY(PropertyInfo(Variant::INT, "switch_mode", PROPERTY_HINT_ENUM, "Immediate,Sync,AtEnd"), "set_switch_mode", "get_switch_mode");
122 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_advance"), "set_auto_advance", "has_auto_advance");
123 	ADD_PROPERTY(PropertyInfo(Variant::STRING, "advance_condition"), "set_advance_condition", "get_advance_condition");
124 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,240,0.01"), "set_xfade_time", "get_xfade_time");
125 	ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,32,1"), "set_priority", "get_priority");
126 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
127 
128 	BIND_ENUM_CONSTANT(SWITCH_MODE_IMMEDIATE);
129 	BIND_ENUM_CONSTANT(SWITCH_MODE_SYNC);
130 	BIND_ENUM_CONSTANT(SWITCH_MODE_AT_END);
131 
132 	ADD_SIGNAL(MethodInfo("advance_condition_changed"));
133 }
134 
AnimationNodeStateMachineTransition()135 AnimationNodeStateMachineTransition::AnimationNodeStateMachineTransition() {
136 
137 	switch_mode = SWITCH_MODE_IMMEDIATE;
138 	auto_advance = false;
139 	xfade = 0;
140 	disabled = false;
141 	priority = 1;
142 }
143 
144 ////////////////////////////////////////////////////////
145 
travel(const StringName & p_state)146 void AnimationNodeStateMachinePlayback::travel(const StringName &p_state) {
147 
148 	start_request_travel = true;
149 	start_request = p_state;
150 	stop_request = false;
151 }
152 
start(const StringName & p_state)153 void AnimationNodeStateMachinePlayback::start(const StringName &p_state) {
154 	start_request_travel = false;
155 	start_request = p_state;
156 	stop_request = false;
157 }
stop()158 void AnimationNodeStateMachinePlayback::stop() {
159 
160 	stop_request = true;
161 }
is_playing() const162 bool AnimationNodeStateMachinePlayback::is_playing() const {
163 	return playing;
164 }
get_current_node() const165 StringName AnimationNodeStateMachinePlayback::get_current_node() const {
166 	return current;
167 }
get_blend_from_node() const168 StringName AnimationNodeStateMachinePlayback::get_blend_from_node() const {
169 	return fading_from;
170 }
get_travel_path() const171 Vector<StringName> AnimationNodeStateMachinePlayback::get_travel_path() const {
172 	return path;
173 }
get_current_play_pos() const174 float AnimationNodeStateMachinePlayback::get_current_play_pos() const {
175 	return pos_current;
176 }
get_current_length() const177 float AnimationNodeStateMachinePlayback::get_current_length() const {
178 	return len_current;
179 }
180 
_travel(AnimationNodeStateMachine * p_state_machine,const StringName & p_travel)181 bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel) {
182 
183 	ERR_FAIL_COND_V(!playing, false);
184 	ERR_FAIL_COND_V(!p_state_machine->states.has(p_travel), false);
185 	ERR_FAIL_COND_V(!p_state_machine->states.has(current), false);
186 
187 	path.clear(); //a new one will be needed
188 
189 	if (current == p_travel)
190 		return true; //nothing to do
191 
192 	loops_current = 0; // reset loops, so fade does not happen immediately
193 
194 	Vector2 current_pos = p_state_machine->states[current].position;
195 	Vector2 target_pos = p_state_machine->states[p_travel].position;
196 
197 	Map<StringName, AStarCost> cost_map;
198 
199 	List<int> open_list;
200 
201 	//build open list
202 	for (int i = 0; i < p_state_machine->transitions.size(); i++) {
203 		if (p_state_machine->transitions[i].from == current) {
204 			open_list.push_back(i);
205 			float cost = p_state_machine->states[p_state_machine->transitions[i].to].position.distance_to(current_pos);
206 			cost *= p_state_machine->transitions[i].transition->get_priority();
207 			AStarCost ap;
208 			ap.prev = current;
209 			ap.distance = cost;
210 			cost_map[p_state_machine->transitions[i].to] = ap;
211 
212 			if (p_state_machine->transitions[i].to == p_travel) { //prematurely found it! :D
213 				path.push_back(p_travel);
214 				return true;
215 			}
216 		}
217 	}
218 
219 	//begin astar
220 	bool found_route = false;
221 	while (!found_route) {
222 
223 		if (open_list.size() == 0) {
224 			return false; //no path found
225 		}
226 
227 		//find the last cost transition
228 		List<int>::Element *least_cost_transition = NULL;
229 		float least_cost = 1e20;
230 
231 		for (List<int>::Element *E = open_list.front(); E; E = E->next()) {
232 
233 			float cost = cost_map[p_state_machine->transitions[E->get()].to].distance;
234 			cost += p_state_machine->states[p_state_machine->transitions[E->get()].to].position.distance_to(target_pos);
235 
236 			if (cost < least_cost) {
237 				least_cost_transition = E;
238 				least_cost = cost;
239 			}
240 		}
241 
242 		StringName transition_prev = p_state_machine->transitions[least_cost_transition->get()].from;
243 		StringName transition = p_state_machine->transitions[least_cost_transition->get()].to;
244 
245 		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
246 			if (p_state_machine->transitions[i].from != transition || p_state_machine->transitions[i].to == transition_prev) {
247 				continue; //not interested on those
248 			}
249 
250 			float distance = p_state_machine->states[p_state_machine->transitions[i].from].position.distance_to(p_state_machine->states[p_state_machine->transitions[i].to].position);
251 			distance *= p_state_machine->transitions[i].transition->get_priority();
252 			distance += cost_map[p_state_machine->transitions[i].from].distance;
253 
254 			if (cost_map.has(p_state_machine->transitions[i].to)) {
255 				//oh this was visited already, can we win the cost?
256 				if (distance < cost_map[p_state_machine->transitions[i].to].distance) {
257 					cost_map[p_state_machine->transitions[i].to].distance = distance;
258 					cost_map[p_state_machine->transitions[i].to].prev = p_state_machine->transitions[i].from;
259 				}
260 			} else {
261 				//add to open list
262 				AStarCost ac;
263 				ac.prev = p_state_machine->transitions[i].from;
264 				ac.distance = distance;
265 				cost_map[p_state_machine->transitions[i].to] = ac;
266 
267 				open_list.push_back(i);
268 
269 				if (p_state_machine->transitions[i].to == p_travel) {
270 					found_route = true;
271 					break;
272 				}
273 			}
274 		}
275 
276 		if (found_route) {
277 			break;
278 		}
279 
280 		open_list.erase(least_cost_transition);
281 	}
282 
283 	//make path
284 	StringName at = p_travel;
285 	while (at != current) {
286 		path.push_back(at);
287 		at = cost_map[at].prev;
288 	}
289 
290 	path.invert();
291 
292 	return true;
293 }
294 
process(AnimationNodeStateMachine * p_state_machine,float p_time,bool p_seek)295 float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek) {
296 
297 	//if not playing and it can restart, then restart
298 	if (!playing && start_request == StringName()) {
299 		if (!stop_request && p_state_machine->start_node) {
300 			start(p_state_machine->start_node);
301 		} else {
302 			return 0;
303 		}
304 	}
305 
306 	if (playing && stop_request) {
307 		stop_request = false;
308 		playing = false;
309 		return 0;
310 	}
311 
312 	bool play_start = false;
313 
314 	if (start_request != StringName()) {
315 		if (start_request_travel) {
316 			if (!playing) {
317 				if (!stop_request && p_state_machine->start_node) {
318 					// can restart, just postpone traveling
319 					path.clear();
320 					current = p_state_machine->start_node;
321 					playing = true;
322 					play_start = true;
323 				} else {
324 					// stopped, invalid state
325 					String node_name = start_request;
326 					start_request = StringName(); //clear start request
327 					ERR_FAIL_V_MSG(0, "Can't travel to '" + node_name + "' if state machine is not playing.");
328 				}
329 			} else {
330 				if (!_travel(p_state_machine, start_request)) {
331 					// can't travel, then teleport
332 					path.clear();
333 					current = start_request;
334 				}
335 				start_request = StringName(); //clear start request
336 			}
337 		} else {
338 			// teleport to start
339 			path.clear();
340 			current = start_request;
341 			playing = true;
342 			play_start = true;
343 			start_request = StringName(); //clear start request
344 		}
345 	}
346 
347 	bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
348 
349 	if (do_start) {
350 
351 		if (p_state_machine->start_node != StringName() && p_seek && p_time == 0) {
352 			current = p_state_machine->start_node;
353 		}
354 
355 		len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 1.0, AnimationNode::FILTER_IGNORE, false);
356 		pos_current = 0;
357 		loops_current = 0;
358 	}
359 
360 	if (!p_state_machine->states.has(current)) {
361 		playing = false; //current does not exist
362 		current = StringName();
363 		return 0;
364 	}
365 	float fade_blend = 1.0;
366 
367 	if (fading_from != StringName()) {
368 
369 		if (!p_state_machine->states.has(fading_from)) {
370 			fading_from = StringName();
371 		} else {
372 			if (!p_seek) {
373 				fading_pos += p_time;
374 			}
375 			fade_blend = MIN(1.0, fading_pos / fading_time);
376 			if (fade_blend >= 1.0) {
377 				fading_from = StringName();
378 			}
379 		}
380 	}
381 
382 	float rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, fade_blend, AnimationNode::FILTER_IGNORE, false);
383 
384 	if (fading_from != StringName()) {
385 
386 		p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, 1.0 - fade_blend, AnimationNode::FILTER_IGNORE, false);
387 	}
388 
389 	//guess playback position
390 	if (rem > len_current) { // weird but ok
391 		len_current = rem;
392 	}
393 
394 	{ //advance and loop check
395 
396 		float next_pos = len_current - rem;
397 
398 		if (next_pos < pos_current) {
399 			loops_current++;
400 		}
401 		pos_current = next_pos; //looped
402 	}
403 
404 	//find next
405 	StringName next;
406 	float next_xfade = 0;
407 	AnimationNodeStateMachineTransition::SwitchMode switch_mode = AnimationNodeStateMachineTransition::SWITCH_MODE_IMMEDIATE;
408 
409 	if (path.size()) {
410 
411 		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
412 			if (p_state_machine->transitions[i].from == current && p_state_machine->transitions[i].to == path[0]) {
413 				next_xfade = p_state_machine->transitions[i].transition->get_xfade_time();
414 				switch_mode = p_state_machine->transitions[i].transition->get_switch_mode();
415 				next = path[0];
416 			}
417 		}
418 	} else {
419 		float priority_best = 1e20;
420 		int auto_advance_to = -1;
421 		for (int i = 0; i < p_state_machine->transitions.size(); i++) {
422 
423 			bool auto_advance = false;
424 			if (p_state_machine->transitions[i].transition->has_auto_advance()) {
425 				auto_advance = true;
426 			}
427 			StringName advance_condition_name = p_state_machine->transitions[i].transition->get_advance_condition_name();
428 			if (advance_condition_name != StringName() && bool(p_state_machine->get_parameter(advance_condition_name))) {
429 				auto_advance = true;
430 			}
431 
432 			if (p_state_machine->transitions[i].from == current && auto_advance) {
433 
434 				if (p_state_machine->transitions[i].transition->get_priority() <= priority_best) {
435 					priority_best = p_state_machine->transitions[i].transition->get_priority();
436 					auto_advance_to = i;
437 				}
438 			}
439 		}
440 
441 		if (auto_advance_to != -1) {
442 			next = p_state_machine->transitions[auto_advance_to].to;
443 			next_xfade = p_state_machine->transitions[auto_advance_to].transition->get_xfade_time();
444 			switch_mode = p_state_machine->transitions[auto_advance_to].transition->get_switch_mode();
445 		}
446 	}
447 
448 	//if next, see when to transition
449 	if (next != StringName()) {
450 
451 		bool goto_next = false;
452 
453 		if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_AT_END) {
454 			goto_next = next_xfade >= (len_current - pos_current) || loops_current > 0;
455 			if (loops_current > 0) {
456 				next_xfade = 0;
457 			}
458 		} else {
459 			goto_next = fading_from == StringName();
460 		}
461 
462 		if (goto_next) { //loops should be used because fade time may be too small or zero and animation may have looped
463 
464 			if (next_xfade) {
465 				//time to fade, baby
466 				fading_from = current;
467 				fading_time = next_xfade;
468 				fading_pos = 0;
469 			} else {
470 				fading_from = StringName();
471 				fading_pos = 0;
472 			}
473 
474 			if (path.size()) { //if it came from path, remove path
475 				path.remove(0);
476 			}
477 			current = next;
478 			if (switch_mode == AnimationNodeStateMachineTransition::SWITCH_MODE_SYNC) {
479 				len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
480 				pos_current = MIN(pos_current, len_current);
481 				p_state_machine->blend_node(current, p_state_machine->states[current].node, pos_current, true, 0, AnimationNode::FILTER_IGNORE, false);
482 
483 			} else {
484 				len_current = p_state_machine->blend_node(current, p_state_machine->states[current].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
485 				pos_current = 0;
486 			}
487 
488 			rem = len_current; //so it does not show 0 on transition
489 			loops_current = 0;
490 		}
491 	}
492 
493 	//compute time left for transitions by using the end node
494 	if (p_state_machine->end_node != StringName() && p_state_machine->end_node != current) {
495 
496 		rem = p_state_machine->blend_node(p_state_machine->end_node, p_state_machine->states[p_state_machine->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false);
497 	}
498 
499 	return rem;
500 }
501 
_bind_methods()502 void AnimationNodeStateMachinePlayback::_bind_methods() {
503 
504 	ClassDB::bind_method(D_METHOD("travel", "to_node"), &AnimationNodeStateMachinePlayback::travel);
505 	ClassDB::bind_method(D_METHOD("start", "node"), &AnimationNodeStateMachinePlayback::start);
506 	ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachinePlayback::stop);
507 	ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachinePlayback::is_playing);
508 	ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachinePlayback::get_current_node);
509 	ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path);
510 }
511 
AnimationNodeStateMachinePlayback()512 AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() {
513 	set_local_to_scene(true); //only one per instanced scene
514 
515 	playing = false;
516 	len_current = 0;
517 	fading_time = 0;
518 	stop_request = false;
519 }
520 
521 ///////////////////////////////////////////////////////
522 
get_parameter_list(List<PropertyInfo> * r_list) const523 void AnimationNodeStateMachine::get_parameter_list(List<PropertyInfo> *r_list) const {
524 	r_list->push_back(PropertyInfo(Variant::OBJECT, playback, PROPERTY_HINT_RESOURCE_TYPE, "AnimationNodeStateMachinePlayback", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
525 	List<StringName> advance_conditions;
526 	for (int i = 0; i < transitions.size(); i++) {
527 		StringName ac = transitions[i].transition->get_advance_condition_name();
528 		if (ac != StringName() && advance_conditions.find(ac) == NULL) {
529 			advance_conditions.push_back(ac);
530 		}
531 	}
532 
533 	advance_conditions.sort_custom<StringName::AlphCompare>();
534 	for (List<StringName>::Element *E = advance_conditions.front(); E; E = E->next()) {
535 		r_list->push_back(PropertyInfo(Variant::BOOL, E->get()));
536 	}
537 }
538 
get_parameter_default_value(const StringName & p_parameter) const539 Variant AnimationNodeStateMachine::get_parameter_default_value(const StringName &p_parameter) const {
540 
541 	if (p_parameter == playback) {
542 		Ref<AnimationNodeStateMachinePlayback> p;
543 		p.instance();
544 		return p;
545 	} else {
546 		return false; //advance condition
547 	}
548 }
549 
add_node(const StringName & p_name,Ref<AnimationNode> p_node,const Vector2 & p_position)550 void AnimationNodeStateMachine::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) {
551 
552 	ERR_FAIL_COND(states.has(p_name));
553 	ERR_FAIL_COND(p_node.is_null());
554 	ERR_FAIL_COND(String(p_name).find("/") != -1);
555 
556 	State state;
557 	state.node = p_node;
558 	state.position = p_position;
559 
560 	states[p_name] = state;
561 
562 	emit_changed();
563 	emit_signal("tree_changed");
564 
565 	p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
566 }
567 
replace_node(const StringName & p_name,Ref<AnimationNode> p_node)568 void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<AnimationNode> p_node) {
569 
570 	ERR_FAIL_COND(states.has(p_name) == false);
571 	ERR_FAIL_COND(p_node.is_null());
572 	ERR_FAIL_COND(String(p_name).find("/") != -1);
573 
574 	{
575 		Ref<AnimationNode> node = states[p_name].node;
576 		if (node.is_valid()) {
577 			node->disconnect("tree_changed", this, "_tree_changed");
578 		}
579 	}
580 
581 	states[p_name].node = p_node;
582 
583 	emit_changed();
584 	emit_signal("tree_changed");
585 
586 	p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
587 }
588 
get_node(const StringName & p_name) const589 Ref<AnimationNode> AnimationNodeStateMachine::get_node(const StringName &p_name) const {
590 
591 	ERR_FAIL_COND_V(!states.has(p_name), Ref<AnimationNode>());
592 
593 	return states[p_name].node;
594 }
595 
get_node_name(const Ref<AnimationNode> & p_node) const596 StringName AnimationNodeStateMachine::get_node_name(const Ref<AnimationNode> &p_node) const {
597 	for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
598 		if (E->get().node == p_node) {
599 			return E->key();
600 		}
601 	}
602 
603 	ERR_FAIL_V(StringName());
604 }
605 
get_child_nodes(List<ChildNode> * r_child_nodes)606 void AnimationNodeStateMachine::get_child_nodes(List<ChildNode> *r_child_nodes) {
607 	Vector<StringName> nodes;
608 
609 	for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
610 		nodes.push_back(E->key());
611 	}
612 
613 	nodes.sort_custom<StringName::AlphCompare>();
614 
615 	for (int i = 0; i < nodes.size(); i++) {
616 		ChildNode cn;
617 		cn.name = nodes[i];
618 		cn.node = states[cn.name].node;
619 		r_child_nodes->push_back(cn);
620 	}
621 }
622 
has_node(const StringName & p_name) const623 bool AnimationNodeStateMachine::has_node(const StringName &p_name) const {
624 	return states.has(p_name);
625 }
remove_node(const StringName & p_name)626 void AnimationNodeStateMachine::remove_node(const StringName &p_name) {
627 
628 	ERR_FAIL_COND(!states.has(p_name));
629 
630 	{
631 		Ref<AnimationNode> node = states[p_name].node;
632 
633 		ERR_FAIL_COND(node.is_null());
634 
635 		node->disconnect("tree_changed", this, "_tree_changed");
636 	}
637 
638 	states.erase(p_name);
639 	//path.erase(p_name);
640 
641 	for (int i = 0; i < transitions.size(); i++) {
642 		if (transitions[i].from == p_name || transitions[i].to == p_name) {
643 			transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed");
644 			transitions.remove(i);
645 			i--;
646 		}
647 	}
648 
649 	if (start_node == p_name) {
650 		start_node = StringName();
651 	}
652 
653 	if (end_node == p_name) {
654 		end_node = StringName();
655 	}
656 
657 	/*if (playing && current == p_name) {
658 		stop();
659 	}*/
660 
661 	emit_changed();
662 	emit_signal("tree_changed");
663 }
664 
rename_node(const StringName & p_name,const StringName & p_new_name)665 void AnimationNodeStateMachine::rename_node(const StringName &p_name, const StringName &p_new_name) {
666 
667 	ERR_FAIL_COND(!states.has(p_name));
668 	ERR_FAIL_COND(states.has(p_new_name));
669 
670 	states[p_new_name] = states[p_name];
671 	states.erase(p_name);
672 
673 	for (int i = 0; i < transitions.size(); i++) {
674 		if (transitions[i].from == p_name) {
675 			transitions.write[i].from = p_new_name;
676 		}
677 
678 		if (transitions[i].to == p_name) {
679 			transitions.write[i].to = p_new_name;
680 		}
681 	}
682 
683 	if (start_node == p_name) {
684 		start_node = p_new_name;
685 	}
686 
687 	if (end_node == p_name) {
688 		end_node = p_new_name;
689 	}
690 
691 	/*if (playing && current == p_name) {
692 		current = p_new_name;
693 	}*/
694 
695 	//path.clear(); //clear path
696 	emit_signal("tree_changed");
697 }
698 
get_node_list(List<StringName> * r_nodes) const699 void AnimationNodeStateMachine::get_node_list(List<StringName> *r_nodes) const {
700 
701 	List<StringName> nodes;
702 	for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
703 		nodes.push_back(E->key());
704 	}
705 	nodes.sort_custom<StringName::AlphCompare>();
706 
707 	for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
708 		r_nodes->push_back(E->get());
709 	}
710 }
711 
has_transition(const StringName & p_from,const StringName & p_to) const712 bool AnimationNodeStateMachine::has_transition(const StringName &p_from, const StringName &p_to) const {
713 
714 	for (int i = 0; i < transitions.size(); i++) {
715 		if (transitions[i].from == p_from && transitions[i].to == p_to)
716 			return true;
717 	}
718 	return false;
719 }
720 
find_transition(const StringName & p_from,const StringName & p_to) const721 int AnimationNodeStateMachine::find_transition(const StringName &p_from, const StringName &p_to) const {
722 
723 	for (int i = 0; i < transitions.size(); i++) {
724 		if (transitions[i].from == p_from && transitions[i].to == p_to)
725 			return i;
726 	}
727 	return -1;
728 }
729 
add_transition(const StringName & p_from,const StringName & p_to,const Ref<AnimationNodeStateMachineTransition> & p_transition)730 void AnimationNodeStateMachine::add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition) {
731 
732 	ERR_FAIL_COND(p_from == p_to);
733 	ERR_FAIL_COND(!states.has(p_from));
734 	ERR_FAIL_COND(!states.has(p_to));
735 	ERR_FAIL_COND(p_transition.is_null());
736 
737 	for (int i = 0; i < transitions.size(); i++) {
738 		ERR_FAIL_COND(transitions[i].from == p_from && transitions[i].to == p_to);
739 	}
740 
741 	Transition tr;
742 	tr.from = p_from;
743 	tr.to = p_to;
744 	tr.transition = p_transition;
745 
746 	tr.transition->connect("advance_condition_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
747 
748 	transitions.push_back(tr);
749 }
750 
get_transition(int p_transition) const751 Ref<AnimationNodeStateMachineTransition> AnimationNodeStateMachine::get_transition(int p_transition) const {
752 	ERR_FAIL_INDEX_V(p_transition, transitions.size(), Ref<AnimationNodeStateMachineTransition>());
753 	return transitions[p_transition].transition;
754 }
get_transition_from(int p_transition) const755 StringName AnimationNodeStateMachine::get_transition_from(int p_transition) const {
756 
757 	ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
758 	return transitions[p_transition].from;
759 }
get_transition_to(int p_transition) const760 StringName AnimationNodeStateMachine::get_transition_to(int p_transition) const {
761 
762 	ERR_FAIL_INDEX_V(p_transition, transitions.size(), StringName());
763 	return transitions[p_transition].to;
764 }
765 
get_transition_count() const766 int AnimationNodeStateMachine::get_transition_count() const {
767 
768 	return transitions.size();
769 }
remove_transition(const StringName & p_from,const StringName & p_to)770 void AnimationNodeStateMachine::remove_transition(const StringName &p_from, const StringName &p_to) {
771 
772 	for (int i = 0; i < transitions.size(); i++) {
773 		if (transitions[i].from == p_from && transitions[i].to == p_to) {
774 			transitions.write[i].transition->disconnect("advance_condition_changed", this, "_tree_changed");
775 			transitions.remove(i);
776 			return;
777 		}
778 	}
779 
780 	/*if (playing) {
781 		path.clear();
782 	}*/
783 }
784 
remove_transition_by_index(int p_transition)785 void AnimationNodeStateMachine::remove_transition_by_index(int p_transition) {
786 
787 	ERR_FAIL_INDEX(p_transition, transitions.size());
788 	transitions.write[p_transition].transition->disconnect("advance_condition_changed", this, "_tree_changed");
789 	transitions.remove(p_transition);
790 	/*if (playing) {
791 		path.clear();
792 	}*/
793 }
794 
set_start_node(const StringName & p_node)795 void AnimationNodeStateMachine::set_start_node(const StringName &p_node) {
796 
797 	ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
798 	start_node = p_node;
799 }
800 
get_start_node() const801 String AnimationNodeStateMachine::get_start_node() const {
802 
803 	return start_node;
804 }
805 
set_end_node(const StringName & p_node)806 void AnimationNodeStateMachine::set_end_node(const StringName &p_node) {
807 
808 	ERR_FAIL_COND(p_node != StringName() && !states.has(p_node));
809 	end_node = p_node;
810 }
811 
get_end_node() const812 String AnimationNodeStateMachine::get_end_node() const {
813 
814 	return end_node;
815 }
816 
set_graph_offset(const Vector2 & p_offset)817 void AnimationNodeStateMachine::set_graph_offset(const Vector2 &p_offset) {
818 	graph_offset = p_offset;
819 }
820 
get_graph_offset() const821 Vector2 AnimationNodeStateMachine::get_graph_offset() const {
822 	return graph_offset;
823 }
824 
process(float p_time,bool p_seek)825 float AnimationNodeStateMachine::process(float p_time, bool p_seek) {
826 
827 	Ref<AnimationNodeStateMachinePlayback> playback = get_parameter(this->playback);
828 	ERR_FAIL_COND_V(playback.is_null(), 0.0);
829 
830 	return playback->process(this, p_time, p_seek);
831 }
832 
get_caption() const833 String AnimationNodeStateMachine::get_caption() const {
834 	return "StateMachine";
835 }
836 
_notification(int p_what)837 void AnimationNodeStateMachine::_notification(int p_what) {
838 }
839 
get_child_by_name(const StringName & p_name)840 Ref<AnimationNode> AnimationNodeStateMachine::get_child_by_name(const StringName &p_name) {
841 	return get_node(p_name);
842 }
843 
_set(const StringName & p_name,const Variant & p_value)844 bool AnimationNodeStateMachine::_set(const StringName &p_name, const Variant &p_value) {
845 
846 	String name = p_name;
847 	if (name.begins_with("states/")) {
848 		String node_name = name.get_slicec('/', 1);
849 		String what = name.get_slicec('/', 2);
850 
851 		if (what == "node") {
852 			Ref<AnimationNode> anode = p_value;
853 			if (anode.is_valid()) {
854 				add_node(node_name, p_value);
855 			}
856 			return true;
857 		}
858 
859 		if (what == "position") {
860 
861 			if (states.has(node_name)) {
862 				states[node_name].position = p_value;
863 			}
864 			return true;
865 		}
866 	} else if (name == "transitions") {
867 
868 		Array trans = p_value;
869 		ERR_FAIL_COND_V(trans.size() % 3 != 0, false);
870 
871 		for (int i = 0; i < trans.size(); i += 3) {
872 			add_transition(trans[i], trans[i + 1], trans[i + 2]);
873 		}
874 		return true;
875 	} else if (name == "start_node") {
876 		set_start_node(p_value);
877 		return true;
878 	} else if (name == "end_node") {
879 		set_end_node(p_value);
880 		return true;
881 	} else if (name == "graph_offset") {
882 		set_graph_offset(p_value);
883 		return true;
884 	}
885 
886 	return false;
887 }
888 
_get(const StringName & p_name,Variant & r_ret) const889 bool AnimationNodeStateMachine::_get(const StringName &p_name, Variant &r_ret) const {
890 
891 	String name = p_name;
892 	if (name.begins_with("states/")) {
893 		String node_name = name.get_slicec('/', 1);
894 		String what = name.get_slicec('/', 2);
895 
896 		if (what == "node") {
897 			if (states.has(node_name)) {
898 				r_ret = states[node_name].node;
899 				return true;
900 			}
901 		}
902 
903 		if (what == "position") {
904 
905 			if (states.has(node_name)) {
906 				r_ret = states[node_name].position;
907 				return true;
908 			}
909 		}
910 	} else if (name == "transitions") {
911 		Array trans;
912 		trans.resize(transitions.size() * 3);
913 
914 		for (int i = 0; i < transitions.size(); i++) {
915 			trans[i * 3 + 0] = transitions[i].from;
916 			trans[i * 3 + 1] = transitions[i].to;
917 			trans[i * 3 + 2] = transitions[i].transition;
918 		}
919 
920 		r_ret = trans;
921 		return true;
922 	} else if (name == "start_node") {
923 		r_ret = get_start_node();
924 		return true;
925 	} else if (name == "end_node") {
926 		r_ret = get_end_node();
927 		return true;
928 	} else if (name == "graph_offset") {
929 		r_ret = get_graph_offset();
930 		return true;
931 	}
932 
933 	return false;
934 }
_get_property_list(List<PropertyInfo> * p_list) const935 void AnimationNodeStateMachine::_get_property_list(List<PropertyInfo> *p_list) const {
936 
937 	List<StringName> names;
938 	for (Map<StringName, State>::Element *E = states.front(); E; E = E->next()) {
939 		names.push_back(E->key());
940 	}
941 	names.sort_custom<StringName::AlphCompare>();
942 
943 	for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
944 		String name = E->get();
945 		p_list->push_back(PropertyInfo(Variant::OBJECT, "states/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR));
946 		p_list->push_back(PropertyInfo(Variant::VECTOR2, "states/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
947 	}
948 
949 	p_list->push_back(PropertyInfo(Variant::ARRAY, "transitions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
950 	p_list->push_back(PropertyInfo(Variant::STRING, "start_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
951 	p_list->push_back(PropertyInfo(Variant::STRING, "end_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
952 	p_list->push_back(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
953 }
954 
set_node_position(const StringName & p_name,const Vector2 & p_position)955 void AnimationNodeStateMachine::set_node_position(const StringName &p_name, const Vector2 &p_position) {
956 	ERR_FAIL_COND(!states.has(p_name));
957 	states[p_name].position = p_position;
958 }
959 
get_node_position(const StringName & p_name) const960 Vector2 AnimationNodeStateMachine::get_node_position(const StringName &p_name) const {
961 
962 	ERR_FAIL_COND_V(!states.has(p_name), Vector2());
963 	return states[p_name].position;
964 }
965 
_tree_changed()966 void AnimationNodeStateMachine::_tree_changed() {
967 	emit_signal("tree_changed");
968 }
969 
_bind_methods()970 void AnimationNodeStateMachine::_bind_methods() {
971 
972 	ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeStateMachine::add_node, DEFVAL(Vector2()));
973 	ClassDB::bind_method(D_METHOD("replace_node", "name", "node"), &AnimationNodeStateMachine::replace_node);
974 	ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeStateMachine::get_node);
975 	ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeStateMachine::remove_node);
976 	ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeStateMachine::rename_node);
977 	ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeStateMachine::has_node);
978 	ClassDB::bind_method(D_METHOD("get_node_name", "node"), &AnimationNodeStateMachine::get_node_name);
979 
980 	ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeStateMachine::set_node_position);
981 	ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeStateMachine::get_node_position);
982 
983 	ClassDB::bind_method(D_METHOD("has_transition", "from", "to"), &AnimationNodeStateMachine::has_transition);
984 	ClassDB::bind_method(D_METHOD("add_transition", "from", "to", "transition"), &AnimationNodeStateMachine::add_transition);
985 	ClassDB::bind_method(D_METHOD("get_transition", "idx"), &AnimationNodeStateMachine::get_transition);
986 	ClassDB::bind_method(D_METHOD("get_transition_from", "idx"), &AnimationNodeStateMachine::get_transition_from);
987 	ClassDB::bind_method(D_METHOD("get_transition_to", "idx"), &AnimationNodeStateMachine::get_transition_to);
988 	ClassDB::bind_method(D_METHOD("get_transition_count"), &AnimationNodeStateMachine::get_transition_count);
989 	ClassDB::bind_method(D_METHOD("remove_transition_by_index", "idx"), &AnimationNodeStateMachine::remove_transition_by_index);
990 	ClassDB::bind_method(D_METHOD("remove_transition", "from", "to"), &AnimationNodeStateMachine::remove_transition);
991 
992 	ClassDB::bind_method(D_METHOD("set_start_node", "name"), &AnimationNodeStateMachine::set_start_node);
993 	ClassDB::bind_method(D_METHOD("get_start_node"), &AnimationNodeStateMachine::get_start_node);
994 
995 	ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
996 	ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
997 
998 	ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
999 	ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
1000 
1001 	ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);
1002 }
1003 
AnimationNodeStateMachine()1004 AnimationNodeStateMachine::AnimationNodeStateMachine() {
1005 
1006 	playback = "playback";
1007 }
1008