Some documentation extensions.

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Martin Felis 2026-01-12 22:03:22 +01:00
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# Synced Animation Graphs for Godot # Blendalot - A Magical Animation System for Godot
This is a very much work in progress repository. Very rough drafts of the design and API can be found in the doc folder. **Status**: This is a very much work in progress repository. Very rough drafts of the design and API can be found in the
doc folder.
Blendalot is an experimental animation system for Godot that is currently in development.
Stay tuned for more...
## License
Copyright (c) 2025-2026 Martin Felis <martin@fysx.org>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -104,9 +104,9 @@ Some nodes have special names in the Blend Tree:
parent of parent of
both AnimationA and TimeScale. Conversely, AnimationA and TimeScale are child nodes of the Blend2 node. both AnimationA and TimeScale. Conversely, AnimationA and TimeScale are child nodes of the Blend2 node.
## Blend Tree Evaluation Process ### Blend Tree Evaluation Process
### Ownership of evaluation data (inputs and outputs) #### Ownership of evaluation data (inputs and outputs)
Except for the output node of a Blend Tree the following properties hold: Except for the output node of a Blend Tree the following properties hold:
@ -123,15 +123,16 @@ Disadvantages:
* Data has to be managed by the Blend Tree => additional bookkeeping there. * Data has to be managed by the Blend Tree => additional bookkeeping there.
### Evaluation #### Evaluation
Evaluation of the Blend Tree happens in multiple phases to ensure we have syncing dependent timing information available Evaluation of the Blend Tree happens in multiple phases to ensure we have syncing dependent timing information available
before performing the actual evaluation. Essentially the Blend Tree has to call the following function on all nodes: before performing the actual evaluation. Essentially the Blend Tree has to call the following function on all nodes:
1. `ActivateInputs(Vector<Node> inputs)`: right to left (i.e. from the root node via depth first to the leaf nodes) 1. `ActivateInputs(const Vector<Node> &input_nodes)`: right to left (i.e. from the root node via depth
2. `CalculateSyncTracks(Vector<Node> inputs)`: left to right (leaf nodes to root node) first to the leaf nodes)
3. UpdateTime(): right to left 2. `CalculateSyncTracks(const Vector<const Node> &input_nodes)`: left to right (leaf nodes to root node)
4. Evaluate(): left to right 3. `UpdateTime(delta)`: right to left
4. `Evaluate(const Vector<AnimationData> &input_data, AnimationData& output)`: left to right
## State Machines ## State Machines