WIP: blend tree evaluation setup and tests
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@ -60,10 +60,10 @@ invalid.
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flowchart LR
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flowchart LR
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AnimationB --> TimeScale("TimeScale
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AnimationB --> TimeScale("TimeScale
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----
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----
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*scale*")
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*scale*")
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AnimationA --> Blend2
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AnimationA --> Blend2
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TimeScale --> Blend2
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TimeScale --> Blend2
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Blend2 --> Output
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Blend2 --> Output
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```
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```
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A Blend Tree always has a designated output node where the time delta is specified as an input and after the Blend Tree
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A Blend Tree always has a designated output node where the time delta is specified as an input and after the Blend Tree
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@ -90,9 +90,24 @@ before performing the actual evaluation. Essentially the Blend Tree has to call
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3. UpdateTime(): right to left
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3. UpdateTime(): right to left
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4. Evaluate(): left to right
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4. Evaluate(): left to right
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To simplify implementation of nodes we enforce the following rule: all nodes only operate on data they own and any other
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### Ownership of evaluation data (inputs and outputs)
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data (e.g. inputs and outputs) are specified via arguments. This keeps the nodes dumb and pushes bookkeeping of data
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that is only needed during evaluation to the Blend Tree.
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Except for the output node of a Blend Tree the following properties hold:
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* all Blend Tree nodes only operate on properties they own and any other data (e.g. inputs and outputs) are specified via arguments to `SyncedAnimationNode::evaluate(context, inputs, output)`
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function of the node.
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*
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Advantages:
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* Simplifies nodes and pushes complexities to the Blend Tree and State Machine class.
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* Simplifies testing of nodes
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* Resulting API could be exposed to GDScript such that custom nodes could be implemented in GDScript.
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Disadvantages:
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* Data has to be managed by the Blend Tree => additional bookkeeping
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*
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### Blend Tree Evaluation
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### Blend Tree Evaluation
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@ -163,33 +163,124 @@ public:
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}
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}
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};
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};
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class SyncedBlendTree : public SyncedAnimationNode {
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class AnimationBlend2Node : public SyncedAnimationNode {
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Vector<Ref<SyncedAnimationNode>> nodes;
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public:
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void get_input_names(Vector<StringName> &inputs) override {
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struct Connection {
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inputs.push_back("Input0");
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const Ref<SyncedAnimationNode> source_node = nullptr;
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inputs.push_back("Input1");
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const Ref<SyncedAnimationNode> target_node = nullptr;
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const StringName target_socket_name = "";
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};
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Vector<Connection> connections;
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Vector<int> node_parent;
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Vector<int> node_eval_order;
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void _update_eval_order() {
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// TODO: proof of concept code: currently assume nodes are properly added, though this is not guaranteed.
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node_eval_order.clear();
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for (int i = 0; i < nodes.size(); i++) {
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node_eval_order.push_back(i);
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}
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}
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}
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};
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struct BlendTreeConnection {
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const Ref<SyncedAnimationNode> source_node = nullptr;
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const Ref<SyncedAnimationNode> target_node = nullptr;
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const StringName target_port_name = "";
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};
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struct SortedTreeConstructor {
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Vector<HashSet<SyncedAnimationNode*>> node_subgraph;
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Vector<Ref<SyncedAnimationNode>> nodes;
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Vector<BlendTreeConnection> connections;
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SortedTreeConstructor() {
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Ref<OutputNode> output_node;
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output_node.instantiate();
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output_node->name = "Output";
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add_node(output_node);
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}
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Ref<SyncedAnimationNode> get_output_node() {
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return nodes[0];
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}
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int get_node_index(const Ref<SyncedAnimationNode> node) {
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for (int i = 0; i < nodes.size(); i++) {
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if (nodes[i] == node) {
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return i;
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}
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}
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return -1;
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}
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void add_node(const Ref<SyncedAnimationNode>& node) {
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nodes.push_back(node);
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node_subgraph.push_back(HashSet<SyncedAnimationNode*>());
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}
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bool add_connection(const Ref<SyncedAnimationNode>& source_node, const Ref<SyncedAnimationNode>& target_node, const StringName& target_port_name) {
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if (!is_connection_valid(source_node, target_node, target_port_name)) {
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return false;
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}
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// check for loops
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int source_node_index = get_node_index(source_node);
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if (node_subgraph.get(source_node_index).has(target_node.ptr())) {
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return false;
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}
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int target_node_index = get_node_index(target_node);
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node_subgraph.get(target_node_index).insert(source_node.ptr());
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return true;
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}
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bool is_connection_valid(const Ref<SyncedAnimationNode>& source_node, const Ref<SyncedAnimationNode>& target_node, StringName target_port_name) {
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if (get_node_index(source_node) == -1) {
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print_error("Cannot connect nodes: source node not found.");
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return false;
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}
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if (get_node_index(target_node) == -1) {
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print_error("Cannot connect nodes: target node not found.");
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return false;
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}
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if (target_node == get_output_node() && connections.size() > 0) {
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print_error("Cannot add connection to output node: output node is already connected");
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return false;
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}
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Vector<StringName> target_inputs;
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target_node->get_input_names(target_inputs);
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if (!target_inputs.has(target_port_name)) {
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print_error("Cannot connect nodes: target port not found.");
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return false;
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}
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return true;
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}
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};
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class SyncedBlendTree : public SyncedAnimationNode {
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Vector<Ref<SyncedAnimationNode>> tree_nodes;
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Vector<Vector<int>> tree_node_subgraph;
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Vector<BlendTreeConnection> tree_connections;
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Vector<Ref<SyncedAnimationNode>> nodes;
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Vector<int> node_parent_index;
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Vector<Vector<int>> node_subgraph;
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Vector<Vector<Ref<SyncedAnimationNode>>> node_input_nodes;
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Vector<Vector<Ref<AnimationData>>> node_input_data;
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Vector<Ref<AnimationData>> node_output_data;
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void _setup_graph_evaluation() {
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// After this functions we must have:
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// * nodes sorted by evaluation order
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// * node_parent filled
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// * Arrays for node_input_data and node_output_data are filled with empty values
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}
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public:
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public:
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SyncedBlendTree() {
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SyncedBlendTree() {
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Ref<OutputNode> output_node;
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Ref<OutputNode> output_node;
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output_node.instantiate();
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output_node.instantiate();
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output_node->name = "Output";
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output_node->name = "Output";
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nodes.push_back(output_node);
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nodes.push_back(output_node);
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node_eval_order.push_back(0);
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}
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}
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Ref<SyncedAnimationNode> get_output_node() {
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Ref<SyncedAnimationNode> get_output_node() {
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@ -213,8 +304,14 @@ public:
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}
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}
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bool connect_nodes(const Ref<SyncedAnimationNode>& source_node, const Ref<SyncedAnimationNode>& target_node, StringName target_socket_name) {
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bool connect_nodes(const Ref<SyncedAnimationNode>& source_node, const Ref<SyncedAnimationNode>& target_node, StringName target_socket_name) {
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_update_eval_order();
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if (!is_connection_valid(source_node, target_node, target_socket_name)) {
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return false;
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}
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return false;
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}
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bool is_connection_valid(const Ref<SyncedAnimationNode>& source_node, const Ref<SyncedAnimationNode>& target_node, StringName target_socket_name) {
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if (get_node_index(source_node) == -1) {
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if (get_node_index(source_node) == -1) {
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print_error("Cannot connect nodes: source node not found.");
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print_error("Cannot connect nodes: source node not found.");
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return false;
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return false;
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@ -225,6 +322,11 @@ public:
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return false;
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return false;
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}
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}
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if (target_node == get_output_node() && tree_connections.size() > 0) {
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print_error("Cannot add connection to output node: output node is already connected");
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return false;
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}
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Vector<StringName> target_inputs;
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Vector<StringName> target_inputs;
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target_node->get_input_names(target_inputs);
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target_node->get_input_names(target_inputs);
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@ -236,10 +338,6 @@ public:
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return true;
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return true;
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}
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}
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void sort_nodes_by_evaluation_order() {
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// TODO: sort nodes and node_parent s.t. for node i all children have index > i.
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}
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// overrides from SyncedAnimationNode
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// overrides from SyncedAnimationNode
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void initialize(GraphEvaluationContext &context) override {
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void initialize(GraphEvaluationContext &context) override {
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for (Ref<SyncedAnimationNode> node : nodes) {
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for (Ref<SyncedAnimationNode> node : nodes) {
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@ -55,7 +55,35 @@ struct SyncedAnimationGraphFixture {
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namespace TestSyncedAnimationGraph {
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namespace TestSyncedAnimationGraph {
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TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] SimpleAnimationSamplerTest") {
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TEST_CASE("[SyncedAnimationGraph] TestBlendTreeConstruction") {
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SortedTreeConstructor tree_constructor;
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Ref<AnimationSamplerNode> animation_sampler_node0;
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animation_sampler_node0.instantiate();
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animation_sampler_node0->name = "Sampler0";
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tree_constructor.add_node(animation_sampler_node0);
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Ref<AnimationSamplerNode> animation_sampler_node1;
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animation_sampler_node1.instantiate();
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animation_sampler_node1->name = "Sampler1";
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tree_constructor.add_node(animation_sampler_node1);
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Ref<AnimationBlend2Node> node_blend0;
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node_blend0.instantiate();
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node_blend0->name = "Blend2";
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tree_constructor.add_node(node_blend0);
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Ref<AnimationBlend2Node> node_blend1;
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node_blend1.instantiate();
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node_blend1->name = "Blend2";
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tree_constructor.add_node(node_blend1);
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CHECK(tree_constructor.add_connection(animation_sampler_node0, node_blend0, "Input0"));
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CHECK(tree_constructor.add_connection(node_blend1, node_blend0, "Input1"));
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CHECK(!tree_constructor.add_connection(node_blend1, node_blend0, "Input1"));
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}
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TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] SimpleAnimationSamplerTest" * doctest::skip(true)) {
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Ref<AnimationSamplerNode> animation_sampler_node;
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Ref<AnimationSamplerNode> animation_sampler_node;
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animation_sampler_node.instantiate();
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animation_sampler_node.instantiate();
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animation_sampler_node->animation_name = "animation_library/TestAnimation";
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animation_sampler_node->animation_name = "animation_library/TestAnimation";
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@ -77,7 +105,7 @@ TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph
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CHECK(hip_bone_position.z == doctest::Approx(0.03));
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CHECK(hip_bone_position.z == doctest::Approx(0.03));
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}
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}
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TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] SimpleBlendTreeTest") {
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TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] SimpleBlendTreeTest" * doctest::skip(true)) {
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Ref<SyncedBlendTree> synced_blend_tree_node;
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Ref<SyncedBlendTree> synced_blend_tree_node;
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synced_blend_tree_node.instantiate();
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synced_blend_tree_node.instantiate();
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