// // Created by martin on 03.12.25. // #include "synced_animation_node.h" void SyncedBlendTree::_get_property_list(List *p_list) const { for (const Ref &node : nodes) { String prop_name = node->name; if (prop_name != "Output") { p_list->push_back(PropertyInfo(Variant::OBJECT, "nodes/" + prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NO_EDITOR)); } p_list->push_back(PropertyInfo(Variant::VECTOR2, "nodes/" + prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); } p_list->push_back(PropertyInfo(Variant::ARRAY, "node_connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR)); } bool SyncedBlendTree::_get(const StringName &p_name, Variant &r_value) const { String prop_name = p_name; if (prop_name.begins_with("nodes/")) { String node_name = prop_name.get_slicec('/', 1); String what = prop_name.get_slicec('/', 2); int node_index = find_node_index_by_name(node_name); if (what == "node") { if (node_index != -1) { r_value = nodes[node_index]; return true; } } if (what == "position") { if (node_index != -1) { r_value = nodes[node_index]->position; return true; } } } else if (prop_name == "node_connections") { Array conns; conns.resize(tree_builder.connections.size() * 3); int idx = 0; for (const BlendTreeConnection &connection : tree_builder.connections) { conns[idx * 3 + 0] = connection.target_node->name; conns[idx * 3 + 1] = connection.target_node->get_node_input_index(connection.target_port_name); conns[idx * 3 + 2] = connection.source_node->name; idx++; } r_value = conns; return true; } return false; } bool SyncedBlendTree::_set(const StringName &p_name, const Variant &p_value) { String prop_name = p_name; if (prop_name.begins_with("nodes/")) { String node_name = prop_name.get_slicec('/', 1); String what = prop_name.get_slicec('/', 2); if (what == "node") { Ref anode = p_value; if (anode.is_valid()) { anode->name = node_name; add_node(anode); } return true; } if (what == "position") { int node_index = find_node_index_by_name(node_name); if (node_index > -1) { tree_builder.nodes[node_index]->position = p_value; } return true; } } else if (prop_name == "node_connections") { Array conns = p_value; ERR_FAIL_COND_V(conns.size() % 3 != 0, false); for (int i = 0; i < conns.size(); i += 3) { int target_node_index = find_node_index_by_name(conns[i]); int target_node_port_index = conns[i + 1]; int source_node_index = find_node_index_by_name(conns[i + 2]); Ref target_node = tree_builder.nodes[target_node_index]; Vector target_input_names; target_node->get_input_names(target_input_names); add_connection(tree_builder.nodes[source_node_index], target_node, target_input_names[target_node_port_index]); } return true; } return false; } void AnimationData::sample_from_animation(const Ref &animation, const Skeleton3D *skeleton_3d, double p_time) { const Vector tracks = animation->get_tracks(); Animation::Track *const *tracks_ptr = tracks.ptr(); int count = tracks.size(); for (int i = 0; i < count; i++) { AnimationData::TrackValue *track_value = nullptr; const Animation::Track *animation_track = tracks_ptr[i]; const NodePath &track_node_path = animation_track->path; if (!animation_track->enabled) { continue; } Animation::TrackType ttype = animation_track->type; switch (ttype) { case Animation::TYPE_POSITION_3D: { AnimationData::PositionTrackValue *position_track_value = memnew(AnimationData::PositionTrackValue); if (track_node_path.get_subname_count() == 1) { int bone_idx = skeleton_3d->find_bone(track_node_path.get_subname(0)); if (bone_idx != -1) { position_track_value->bone_idx = bone_idx; } animation->try_position_track_interpolate(i, p_time, &position_track_value->position); } else { // TODO assert(false && !"Not yet implemented"); } track_value = position_track_value; break; } case Animation::TYPE_ROTATION_3D: { AnimationData::RotationTrackValue *rotation_track_value = memnew(AnimationData::RotationTrackValue); if (track_node_path.get_subname_count() == 1) { int bone_idx = skeleton_3d->find_bone(track_node_path.get_subname(0)); if (bone_idx != -1) { rotation_track_value->bone_idx = bone_idx; } animation->try_rotation_track_interpolate(i, p_time, &rotation_track_value->rotation); } else { // TODO assert(false && !"Not yet implemented"); } track_value = rotation_track_value; break; } default: { // TODO assert(false && !"Not yet implemented"); break; } } track_value->track = tracks_ptr[i]; set_value(animation_track->thash, track_value); } } void AnimationSamplerNode::initialize(GraphEvaluationContext &context) { animation = context.animation_player->get_animation(animation_name); node_time_info.length = animation->get_length(); node_time_info.loop_mode = Animation::LOOP_LINEAR; } void AnimationSamplerNode::evaluate(GraphEvaluationContext &context, const LocalVector &inputs, AnimationData &output) { assert(inputs.size() == 0); output.clear(); output.sample_from_animation(animation, context.skeleton_3d, node_time_info.position); } void AnimationSamplerNode::set_animation(const StringName &p_name) { animation_name = p_name; } StringName AnimationSamplerNode::get_animation() const { return animation_name; } void AnimationSamplerNode::_bind_methods() { ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationSamplerNode::set_animation); ClassDB::bind_method(D_METHOD("get_animation"), &AnimationSamplerNode::get_animation); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation"); } void AnimationBlend2Node::evaluate(GraphEvaluationContext &context, const LocalVector &inputs, AnimationData &output) { output = *inputs[0]; output.blend(*inputs[1], blend_weight); } void AnimationBlend2Node::set_use_sync(bool p_sync) { sync = p_sync; } bool AnimationBlend2Node::is_using_sync() const { return sync; } void AnimationBlend2Node::_bind_methods() { ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationBlend2Node::set_use_sync); ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationBlend2Node::is_using_sync); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync"); } void AnimationBlend2Node::_get_property_list(List *p_list) const { p_list->push_back(PropertyInfo(Variant::FLOAT, blend_amount, PROPERTY_HINT_RANGE, "0,1,0.01,or_less,or_greater")); } bool AnimationBlend2Node::_get(const StringName &p_name, Variant &r_value) const { if (p_name == blend_amount) { r_value = blend_weight; return true; } return false; } bool AnimationBlend2Node::_set(const StringName &p_name, const Variant &p_value) { if (p_name == blend_amount) { blend_weight = p_value; return true; } return false; }