godot_synced_blend_tree/synced_animation_graph.h
Martin Felis c642fa2a04 Added demo, otherwise WIP.
Also needs AnimationMixer to be modified such that SyncedAnimationGraph is a friend class of AnimationMixer.
2025-11-21 12:28:54 +01:00

53 lines
1.7 KiB
C++

#pragma once
#include "scene/animation/animation_blend_tree.h"
#include "scene/animation/animation_tree.h"
class SyncedAnimationGraph : public Node {
GDCLASS(SyncedAnimationGraph, Node);
private:
NodePath animation_tree_path;
NodePath skeleton_path;
void set_animation_tree(const NodePath &p_path);
NodePath get_animation_tree() const;
void set_skeleton(const NodePath &p_path);
NodePath get_skeleton() const;
// AnimationMixer::TrackCache
protected:
void _notification(int p_what);
static void _bind_methods();
/* ---- General settings for animation ---- */
AnimationMixer::AnimationCallbackModeProcess callback_mode_process = AnimationMixer::ANIMATION_CALLBACK_MODE_PROCESS_IDLE;
AnimationMixer::AnimationCallbackModeMethod callback_mode_method = AnimationMixer::ANIMATION_CALLBACK_MODE_METHOD_DEFERRED;
AnimationMixer::AnimationCallbackModeDiscrete callback_mode_discrete = AnimationMixer::ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE;
bool processing = false;
bool active = true;
public:
void _ready(const NodePath &p_path);
void _process_graph(double p_delta, bool p_update_only = false);
void set_active(bool p_active);
bool is_active() const;
void set_callback_mode_process(AnimationMixer::AnimationCallbackModeProcess p_mode);
AnimationMixer::AnimationCallbackModeProcess get_callback_mode_process() const;
void set_callback_mode_method(AnimationMixer::AnimationCallbackModeMethod p_mode);
AnimationMixer::AnimationCallbackModeMethod get_callback_mode_method() const;
void set_callback_mode_discrete(AnimationMixer::AnimationCallbackModeDiscrete p_mode);
AnimationMixer::AnimationCallbackModeDiscrete get_callback_mode_discrete() const;
SyncedAnimationGraph();
private:
void _set_process(bool p_process, bool p_force = false);
};