Some documentation extensions.
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README.md
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README.md
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# Synced Animation Graphs for Godot
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# Blendalot - A Magical Animation System for Godot
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This is a very much work in progress repository. Very rough drafts of the design and API can be found in the doc folder.
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**Status**: This is a very much work in progress repository. Very rough drafts of the design and API can be found in the
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doc folder.
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Blendalot is an experimental animation system for Godot that is currently in development.
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Stay tuned for more...
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## License
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Copyright (c) 2025-2026 Martin Felis <martin@fysx.org>
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -104,9 +104,9 @@ Some nodes have special names in the Blend Tree:
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parent of
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both AnimationA and TimeScale. Conversely, AnimationA and TimeScale are child nodes of the Blend2 node.
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## Blend Tree Evaluation Process
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### Blend Tree Evaluation Process
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### Ownership of evaluation data (inputs and outputs)
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#### Ownership of evaluation data (inputs and outputs)
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Except for the output node of a Blend Tree the following properties hold:
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@ -123,15 +123,16 @@ Disadvantages:
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* Data has to be managed by the Blend Tree => additional bookkeeping there.
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### Evaluation
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#### Evaluation
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Evaluation of the Blend Tree happens in multiple phases to ensure we have syncing dependent timing information available
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before performing the actual evaluation. Essentially the Blend Tree has to call the following function on all nodes:
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1. `ActivateInputs(Vector<Node> inputs)`: right to left (i.e. from the root node via depth first to the leaf nodes)
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2. `CalculateSyncTracks(Vector<Node> inputs)`: left to right (leaf nodes to root node)
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3. UpdateTime(): right to left
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4. Evaluate(): left to right
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1. `ActivateInputs(const Vector<Node> &input_nodes)`: right to left (i.e. from the root node via depth
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first to the leaf nodes)
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2. `CalculateSyncTracks(const Vector<const Node> &input_nodes)`: left to right (leaf nodes to root node)
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3. `UpdateTime(delta)`: right to left
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4. `Evaluate(const Vector<AnimationData> &input_data, AnimationData& output)`: left to right
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## State Machines
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