animation_blend_tree.cpp 37 KB

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  1. /*************************************************************************/
  2. /* animation_blend_tree.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "animation_blend_tree.h"
  31. #include "scene/scene_string_names.h"
  32. void AnimationNodeAnimation::set_animation(const StringName &p_name) {
  33. animation = p_name;
  34. _change_notify("animation");
  35. }
  36. StringName AnimationNodeAnimation::get_animation() const {
  37. return animation;
  38. }
  39. Vector<String> (*AnimationNodeAnimation::get_editable_animation_list)() = NULL;
  40. void AnimationNodeAnimation::get_parameter_list(List<PropertyInfo> *r_list) const {
  41. r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
  42. }
  43. void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const {
  44. if (property.name == "animation" && get_editable_animation_list) {
  45. Vector<String> names = get_editable_animation_list();
  46. String anims;
  47. for (int i = 0; i < names.size(); i++) {
  48. if (i > 0) {
  49. anims += ",";
  50. }
  51. anims += String(names[i]);
  52. }
  53. if (anims != String()) {
  54. property.hint = PROPERTY_HINT_ENUM;
  55. property.hint_string = anims;
  56. }
  57. }
  58. }
  59. float AnimationNodeAnimation::process(float p_time, bool p_seek) {
  60. AnimationPlayer *ap = state->player;
  61. ERR_FAIL_COND_V(!ap, 0);
  62. float time = get_parameter(this->time);
  63. if (!ap->has_animation(animation)) {
  64. AnimationNodeBlendTree *tree = Object::cast_to<AnimationNodeBlendTree>(parent);
  65. if (tree) {
  66. String name = tree->get_node_name(Ref<AnimationNodeAnimation>(this));
  67. make_invalid(vformat(RTR("On BlendTree node '%s', animation not found: '%s'"), name, animation));
  68. } else {
  69. make_invalid(vformat(RTR("Animation not found: '%s'"), animation));
  70. }
  71. return 0;
  72. }
  73. Ref<Animation> anim = ap->get_animation(animation);
  74. float step;
  75. if (p_seek) {
  76. time = p_time;
  77. step = 0;
  78. } else {
  79. time = MAX(0, time + p_time);
  80. step = p_time;
  81. }
  82. float anim_size = anim->get_length();
  83. if (anim->has_loop()) {
  84. if (anim_size) {
  85. time = Math::fposmod(time, anim_size);
  86. }
  87. } else if (time > anim_size) {
  88. time = anim_size;
  89. }
  90. blend_animation(animation, time, step, p_seek, 1.0);
  91. set_parameter(this->time, time);
  92. return anim_size - time;
  93. }
  94. String AnimationNodeAnimation::get_caption() const {
  95. return "Animation";
  96. }
  97. void AnimationNodeAnimation::_bind_methods() {
  98. ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimationNodeAnimation::set_animation);
  99. ClassDB::bind_method(D_METHOD("get_animation"), &AnimationNodeAnimation::get_animation);
  100. ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
  101. }
  102. AnimationNodeAnimation::AnimationNodeAnimation() {
  103. last_version = 0;
  104. skip = false;
  105. time = "time";
  106. }
  107. ////////////////////////////////////////////////////////
  108. void AnimationNodeOneShot::get_parameter_list(List<PropertyInfo> *r_list) const {
  109. r_list->push_back(PropertyInfo(Variant::BOOL, active));
  110. r_list->push_back(PropertyInfo(Variant::BOOL, prev_active, PROPERTY_HINT_NONE, "", 0));
  111. r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
  112. r_list->push_back(PropertyInfo(Variant::REAL, remaining, PROPERTY_HINT_NONE, "", 0));
  113. }
  114. Variant AnimationNodeOneShot::get_parameter_default_value(const StringName &p_parameter) const {
  115. if (p_parameter == active || p_parameter == prev_active) {
  116. return false;
  117. } else {
  118. return 0.0;
  119. }
  120. }
  121. void AnimationNodeOneShot::set_fadein_time(float p_time) {
  122. fade_in = p_time;
  123. }
  124. void AnimationNodeOneShot::set_fadeout_time(float p_time) {
  125. fade_out = p_time;
  126. }
  127. float AnimationNodeOneShot::get_fadein_time() const {
  128. return fade_in;
  129. }
  130. float AnimationNodeOneShot::get_fadeout_time() const {
  131. return fade_out;
  132. }
  133. void AnimationNodeOneShot::set_autorestart(bool p_active) {
  134. autorestart = p_active;
  135. }
  136. void AnimationNodeOneShot::set_autorestart_delay(float p_time) {
  137. autorestart_delay = p_time;
  138. }
  139. void AnimationNodeOneShot::set_autorestart_random_delay(float p_time) {
  140. autorestart_random_delay = p_time;
  141. }
  142. bool AnimationNodeOneShot::has_autorestart() const {
  143. return autorestart;
  144. }
  145. float AnimationNodeOneShot::get_autorestart_delay() const {
  146. return autorestart_delay;
  147. }
  148. float AnimationNodeOneShot::get_autorestart_random_delay() const {
  149. return autorestart_random_delay;
  150. }
  151. void AnimationNodeOneShot::set_mix_mode(MixMode p_mix) {
  152. mix = p_mix;
  153. }
  154. AnimationNodeOneShot::MixMode AnimationNodeOneShot::get_mix_mode() const {
  155. return mix;
  156. }
  157. String AnimationNodeOneShot::get_caption() const {
  158. return "OneShot";
  159. }
  160. bool AnimationNodeOneShot::has_filter() const {
  161. return true;
  162. }
  163. float AnimationNodeOneShot::process(float p_time, bool p_seek) {
  164. bool active = get_parameter(this->active);
  165. bool prev_active = get_parameter(this->prev_active);
  166. float time = get_parameter(this->time);
  167. float remaining = get_parameter(this->remaining);
  168. if (!active) {
  169. //make it as if this node doesn't exist, pass input 0 by.
  170. if (prev_active) {
  171. set_parameter(this->prev_active, false);
  172. }
  173. return blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  174. }
  175. bool os_seek = p_seek;
  176. if (p_seek)
  177. time = p_time;
  178. bool do_start = !prev_active;
  179. if (do_start) {
  180. time = 0;
  181. os_seek = true;
  182. set_parameter(this->prev_active, true);
  183. }
  184. float blend;
  185. if (time < fade_in) {
  186. if (fade_in > 0)
  187. blend = time / fade_in;
  188. else
  189. blend = 0; //wtf
  190. } else if (!do_start && remaining < fade_out) {
  191. if (fade_out)
  192. blend = (remaining / fade_out);
  193. else
  194. blend = 1.0;
  195. } else
  196. blend = 1.0;
  197. float main_rem;
  198. if (mix == MIX_MODE_ADD) {
  199. main_rem = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  200. } else {
  201. main_rem = blend_input(0, p_time, p_seek, 1.0 - blend, FILTER_BLEND, !sync);
  202. }
  203. float os_rem = blend_input(1, os_seek ? time : p_time, os_seek, blend, FILTER_PASS, false);
  204. if (do_start) {
  205. remaining = os_rem;
  206. }
  207. if (!p_seek) {
  208. time += p_time;
  209. remaining = os_rem;
  210. if (remaining <= 0) {
  211. set_parameter(this->active, false);
  212. set_parameter(this->prev_active, false);
  213. }
  214. }
  215. set_parameter(this->time, time);
  216. set_parameter(this->remaining, remaining);
  217. return MAX(main_rem, remaining);
  218. }
  219. void AnimationNodeOneShot::set_use_sync(bool p_sync) {
  220. sync = p_sync;
  221. }
  222. bool AnimationNodeOneShot::is_using_sync() const {
  223. return sync;
  224. }
  225. void AnimationNodeOneShot::_bind_methods() {
  226. ClassDB::bind_method(D_METHOD("set_fadein_time", "time"), &AnimationNodeOneShot::set_fadein_time);
  227. ClassDB::bind_method(D_METHOD("get_fadein_time"), &AnimationNodeOneShot::get_fadein_time);
  228. ClassDB::bind_method(D_METHOD("set_fadeout_time", "time"), &AnimationNodeOneShot::set_fadeout_time);
  229. ClassDB::bind_method(D_METHOD("get_fadeout_time"), &AnimationNodeOneShot::get_fadeout_time);
  230. ClassDB::bind_method(D_METHOD("set_autorestart", "enable"), &AnimationNodeOneShot::set_autorestart);
  231. ClassDB::bind_method(D_METHOD("has_autorestart"), &AnimationNodeOneShot::has_autorestart);
  232. ClassDB::bind_method(D_METHOD("set_autorestart_delay", "enable"), &AnimationNodeOneShot::set_autorestart_delay);
  233. ClassDB::bind_method(D_METHOD("get_autorestart_delay"), &AnimationNodeOneShot::get_autorestart_delay);
  234. ClassDB::bind_method(D_METHOD("set_autorestart_random_delay", "enable"), &AnimationNodeOneShot::set_autorestart_random_delay);
  235. ClassDB::bind_method(D_METHOD("get_autorestart_random_delay"), &AnimationNodeOneShot::get_autorestart_random_delay);
  236. ClassDB::bind_method(D_METHOD("set_mix_mode", "mode"), &AnimationNodeOneShot::set_mix_mode);
  237. ClassDB::bind_method(D_METHOD("get_mix_mode"), &AnimationNodeOneShot::get_mix_mode);
  238. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeOneShot::set_use_sync);
  239. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeOneShot::is_using_sync);
  240. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadein_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadein_time", "get_fadein_time");
  241. ADD_PROPERTY(PropertyInfo(Variant::REAL, "fadeout_time", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_fadeout_time", "get_fadeout_time");
  242. ADD_GROUP("autorestart_", "Auto Restart");
  243. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autorestart"), "set_autorestart", "has_autorestart");
  244. ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_delay", "get_autorestart_delay");
  245. ADD_PROPERTY(PropertyInfo(Variant::REAL, "autorestart_random_delay", PROPERTY_HINT_RANGE, "0,60,0.01,or_greater"), "set_autorestart_random_delay", "get_autorestart_random_delay");
  246. ADD_GROUP("", "");
  247. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  248. BIND_ENUM_CONSTANT(MIX_MODE_BLEND)
  249. BIND_ENUM_CONSTANT(MIX_MODE_ADD)
  250. }
  251. AnimationNodeOneShot::AnimationNodeOneShot() {
  252. add_input("in");
  253. add_input("shot");
  254. fade_in = 0.1;
  255. fade_out = 0.1;
  256. autorestart = false;
  257. autorestart_delay = 1;
  258. mix = MIX_MODE_BLEND;
  259. sync = false;
  260. active = "active";
  261. prev_active = "prev_active";
  262. time = "time";
  263. remaining = "remaining";
  264. }
  265. ////////////////////////////////////////////////
  266. void AnimationNodeAdd2::get_parameter_list(List<PropertyInfo> *r_list) const {
  267. r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "0,1,0.01"));
  268. }
  269. Variant AnimationNodeAdd2::get_parameter_default_value(const StringName &p_parameter) const {
  270. return 0;
  271. }
  272. String AnimationNodeAdd2::get_caption() const {
  273. return "Add2";
  274. }
  275. void AnimationNodeAdd2::set_use_sync(bool p_sync) {
  276. sync = p_sync;
  277. }
  278. bool AnimationNodeAdd2::is_using_sync() const {
  279. return sync;
  280. }
  281. bool AnimationNodeAdd2::has_filter() const {
  282. return true;
  283. }
  284. float AnimationNodeAdd2::process(float p_time, bool p_seek) {
  285. float amount = get_parameter(add_amount);
  286. float rem0 = blend_input(0, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  287. blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync);
  288. return rem0;
  289. }
  290. void AnimationNodeAdd2::_bind_methods() {
  291. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd2::set_use_sync);
  292. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd2::is_using_sync);
  293. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  294. }
  295. AnimationNodeAdd2::AnimationNodeAdd2() {
  296. add_amount = "add_amount";
  297. add_input("in");
  298. add_input("add");
  299. sync = false;
  300. }
  301. ////////////////////////////////////////////////
  302. void AnimationNodeAdd3::get_parameter_list(List<PropertyInfo> *r_list) const {
  303. r_list->push_back(PropertyInfo(Variant::REAL, add_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
  304. }
  305. Variant AnimationNodeAdd3::get_parameter_default_value(const StringName &p_parameter) const {
  306. return 0;
  307. }
  308. String AnimationNodeAdd3::get_caption() const {
  309. return "Add3";
  310. }
  311. void AnimationNodeAdd3::set_use_sync(bool p_sync) {
  312. sync = p_sync;
  313. }
  314. bool AnimationNodeAdd3::is_using_sync() const {
  315. return sync;
  316. }
  317. bool AnimationNodeAdd3::has_filter() const {
  318. return true;
  319. }
  320. float AnimationNodeAdd3::process(float p_time, bool p_seek) {
  321. float amount = get_parameter(add_amount);
  322. blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_PASS, !sync);
  323. float rem0 = blend_input(1, p_time, p_seek, 1.0, FILTER_IGNORE, !sync);
  324. blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_PASS, !sync);
  325. return rem0;
  326. }
  327. void AnimationNodeAdd3::_bind_methods() {
  328. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeAdd3::set_use_sync);
  329. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeAdd3::is_using_sync);
  330. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  331. }
  332. AnimationNodeAdd3::AnimationNodeAdd3() {
  333. add_amount = "add_amount";
  334. add_input("-add");
  335. add_input("in");
  336. add_input("+add");
  337. sync = false;
  338. }
  339. /////////////////////////////////////////////
  340. void AnimationNodeBlend2::get_parameter_list(List<PropertyInfo> *r_list) const {
  341. r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "0,1,0.01"));
  342. }
  343. Variant AnimationNodeBlend2::get_parameter_default_value(const StringName &p_parameter) const {
  344. return 0; //for blend amount
  345. }
  346. String AnimationNodeBlend2::get_caption() const {
  347. return "Blend2";
  348. }
  349. float AnimationNodeBlend2::process(float p_time, bool p_seek) {
  350. float amount = get_parameter(blend_amount);
  351. float rem0 = blend_input(0, p_time, p_seek, 1.0 - amount, FILTER_BLEND, !sync);
  352. float rem1 = blend_input(1, p_time, p_seek, amount, FILTER_PASS, !sync);
  353. return amount > 0.5 ? rem1 : rem0; //hacky but good enough
  354. }
  355. void AnimationNodeBlend2::set_use_sync(bool p_sync) {
  356. sync = p_sync;
  357. }
  358. bool AnimationNodeBlend2::is_using_sync() const {
  359. return sync;
  360. }
  361. bool AnimationNodeBlend2::has_filter() const {
  362. return true;
  363. }
  364. void AnimationNodeBlend2::_bind_methods() {
  365. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend2::set_use_sync);
  366. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend2::is_using_sync);
  367. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  368. }
  369. AnimationNodeBlend2::AnimationNodeBlend2() {
  370. blend_amount = "blend_amount";
  371. add_input("in");
  372. add_input("blend");
  373. sync = false;
  374. }
  375. //////////////////////////////////////
  376. void AnimationNodeBlend3::get_parameter_list(List<PropertyInfo> *r_list) const {
  377. r_list->push_back(PropertyInfo(Variant::REAL, blend_amount, PROPERTY_HINT_RANGE, "-1,1,0.01"));
  378. }
  379. Variant AnimationNodeBlend3::get_parameter_default_value(const StringName &p_parameter) const {
  380. return 0; //for blend amount
  381. }
  382. String AnimationNodeBlend3::get_caption() const {
  383. return "Blend3";
  384. }
  385. void AnimationNodeBlend3::set_use_sync(bool p_sync) {
  386. sync = p_sync;
  387. }
  388. bool AnimationNodeBlend3::is_using_sync() const {
  389. return sync;
  390. }
  391. float AnimationNodeBlend3::process(float p_time, bool p_seek) {
  392. float amount = get_parameter(blend_amount);
  393. float rem0 = blend_input(0, p_time, p_seek, MAX(0, -amount), FILTER_IGNORE, !sync);
  394. float rem1 = blend_input(1, p_time, p_seek, 1.0 - ABS(amount), FILTER_IGNORE, !sync);
  395. float rem2 = blend_input(2, p_time, p_seek, MAX(0, amount), FILTER_IGNORE, !sync);
  396. return amount > 0.5 ? rem2 : (amount < -0.5 ? rem0 : rem1); //hacky but good enough
  397. }
  398. void AnimationNodeBlend3::_bind_methods() {
  399. ClassDB::bind_method(D_METHOD("set_use_sync", "enable"), &AnimationNodeBlend3::set_use_sync);
  400. ClassDB::bind_method(D_METHOD("is_using_sync"), &AnimationNodeBlend3::is_using_sync);
  401. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync"), "set_use_sync", "is_using_sync");
  402. }
  403. AnimationNodeBlend3::AnimationNodeBlend3() {
  404. blend_amount = "blend_amount";
  405. add_input("-blend");
  406. add_input("in");
  407. add_input("+blend");
  408. sync = false;
  409. }
  410. /////////////////////////////////
  411. void AnimationNodeTimeScale::get_parameter_list(List<PropertyInfo> *r_list) const {
  412. r_list->push_back(PropertyInfo(Variant::REAL, scale, PROPERTY_HINT_RANGE, "0,32,0.01,or_greater"));
  413. }
  414. Variant AnimationNodeTimeScale::get_parameter_default_value(const StringName &p_parameter) const {
  415. return 1.0; //initial timescale
  416. }
  417. String AnimationNodeTimeScale::get_caption() const {
  418. return "TimeScale";
  419. }
  420. float AnimationNodeTimeScale::process(float p_time, bool p_seek) {
  421. float scale = get_parameter(this->scale);
  422. if (p_seek) {
  423. return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false);
  424. } else {
  425. return blend_input(0, p_time * scale, false, 1.0, FILTER_IGNORE, false);
  426. }
  427. }
  428. void AnimationNodeTimeScale::_bind_methods() {
  429. }
  430. AnimationNodeTimeScale::AnimationNodeTimeScale() {
  431. scale = "scale";
  432. add_input("in");
  433. }
  434. ////////////////////////////////////
  435. void AnimationNodeTimeSeek::get_parameter_list(List<PropertyInfo> *r_list) const {
  436. r_list->push_back(PropertyInfo(Variant::REAL, seek_pos, PROPERTY_HINT_RANGE, "-1,3600,0.01,or_greater"));
  437. }
  438. Variant AnimationNodeTimeSeek::get_parameter_default_value(const StringName &p_parameter) const {
  439. return 1.0; //initial timescale
  440. }
  441. String AnimationNodeTimeSeek::get_caption() const {
  442. return "Seek";
  443. }
  444. float AnimationNodeTimeSeek::process(float p_time, bool p_seek) {
  445. float seek_pos = get_parameter(this->seek_pos);
  446. if (p_seek) {
  447. return blend_input(0, p_time, true, 1.0, FILTER_IGNORE, false);
  448. } else if (seek_pos >= 0) {
  449. float ret = blend_input(0, seek_pos, true, 1.0, FILTER_IGNORE, false);
  450. set_parameter(this->seek_pos, -1.0); //reset
  451. _change_notify("seek_pos");
  452. return ret;
  453. } else {
  454. return blend_input(0, p_time, false, 1.0, FILTER_IGNORE, false);
  455. }
  456. }
  457. void AnimationNodeTimeSeek::_bind_methods() {
  458. }
  459. AnimationNodeTimeSeek::AnimationNodeTimeSeek() {
  460. add_input("in");
  461. seek_pos = "seek_position";
  462. }
  463. /////////////////////////////////////////////////
  464. void AnimationNodeTransition::get_parameter_list(List<PropertyInfo> *r_list) const {
  465. String anims;
  466. for (int i = 0; i < enabled_inputs; i++) {
  467. if (i > 0) {
  468. anims += ",";
  469. }
  470. anims += inputs[i].name;
  471. }
  472. r_list->push_back(PropertyInfo(Variant::INT, current, PROPERTY_HINT_ENUM, anims));
  473. r_list->push_back(PropertyInfo(Variant::INT, prev_current, PROPERTY_HINT_NONE, "", 0));
  474. r_list->push_back(PropertyInfo(Variant::INT, prev, PROPERTY_HINT_NONE, "", 0));
  475. r_list->push_back(PropertyInfo(Variant::REAL, time, PROPERTY_HINT_NONE, "", 0));
  476. r_list->push_back(PropertyInfo(Variant::REAL, prev_xfading, PROPERTY_HINT_NONE, "", 0));
  477. }
  478. Variant AnimationNodeTransition::get_parameter_default_value(const StringName &p_parameter) const {
  479. if (p_parameter == time || p_parameter == prev_xfading) {
  480. return 0.0;
  481. } else if (p_parameter == prev || p_parameter == prev_current) {
  482. return -1;
  483. } else {
  484. return 0;
  485. }
  486. }
  487. String AnimationNodeTransition::get_caption() const {
  488. return "Transition";
  489. }
  490. void AnimationNodeTransition::_update_inputs() {
  491. while (get_input_count() < enabled_inputs) {
  492. add_input(inputs[get_input_count()].name);
  493. }
  494. while (get_input_count() > enabled_inputs) {
  495. remove_input(get_input_count() - 1);
  496. }
  497. }
  498. void AnimationNodeTransition::set_enabled_inputs(int p_inputs) {
  499. ERR_FAIL_INDEX(p_inputs, MAX_INPUTS);
  500. enabled_inputs = p_inputs;
  501. _update_inputs();
  502. }
  503. int AnimationNodeTransition::get_enabled_inputs() {
  504. return enabled_inputs;
  505. }
  506. void AnimationNodeTransition::set_input_as_auto_advance(int p_input, bool p_enable) {
  507. ERR_FAIL_INDEX(p_input, MAX_INPUTS);
  508. inputs[p_input].auto_advance = p_enable;
  509. }
  510. bool AnimationNodeTransition::is_input_set_as_auto_advance(int p_input) const {
  511. ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, false);
  512. return inputs[p_input].auto_advance;
  513. }
  514. void AnimationNodeTransition::set_input_caption(int p_input, const String &p_name) {
  515. ERR_FAIL_INDEX(p_input, MAX_INPUTS);
  516. inputs[p_input].name = p_name;
  517. set_input_name(p_input, p_name);
  518. }
  519. String AnimationNodeTransition::get_input_caption(int p_input) const {
  520. ERR_FAIL_INDEX_V(p_input, MAX_INPUTS, String());
  521. return inputs[p_input].name;
  522. }
  523. #if 0
  524. Ref<AnimationNodeBlendTree> tree = get_parent();
  525. if (tree.is_valid() && current >= 0) {
  526. prev = current;
  527. prev_xfading = xfade;
  528. time = 0;
  529. current = p_current;
  530. switched = true;
  531. _change_notify("current");
  532. } else {
  533. current = p_current;
  534. }
  535. #endif
  536. void AnimationNodeTransition::set_cross_fade_time(float p_fade) {
  537. xfade = p_fade;
  538. }
  539. float AnimationNodeTransition::get_cross_fade_time() const {
  540. return xfade;
  541. }
  542. float AnimationNodeTransition::process(float p_time, bool p_seek) {
  543. int current = get_parameter(this->current);
  544. int prev = get_parameter(this->prev);
  545. int prev_current = get_parameter(this->prev_current);
  546. float time = get_parameter(this->time);
  547. float prev_xfading = get_parameter(this->prev_xfading);
  548. bool switched = current != prev_current;
  549. if (switched) {
  550. set_parameter(this->prev_current, current);
  551. set_parameter(this->prev, prev_current);
  552. prev = prev_current;
  553. prev_xfading = xfade;
  554. time = 0;
  555. switched = true;
  556. }
  557. if (current < 0 || current >= enabled_inputs || prev >= enabled_inputs) {
  558. return 0;
  559. }
  560. float rem = 0;
  561. if (prev < 0) { // process current animation, check for transition
  562. rem = blend_input(current, p_time, p_seek, 1.0, FILTER_IGNORE, false);
  563. if (p_seek)
  564. time = p_time;
  565. else
  566. time += p_time;
  567. if (inputs[current].auto_advance && rem <= xfade) {
  568. set_parameter(this->current, (current + 1) % enabled_inputs);
  569. }
  570. } else { // cross-fading from prev to current
  571. float blend = xfade ? (prev_xfading / xfade) : 1;
  572. if (!p_seek && switched) { //just switched, seek to start of current
  573. rem = blend_input(current, 0, true, 1.0 - blend, FILTER_IGNORE, false);
  574. } else {
  575. rem = blend_input(current, p_time, p_seek, 1.0 - blend, FILTER_IGNORE, false);
  576. }
  577. if (p_seek) { // don't seek prev animation
  578. blend_input(prev, 0, false, blend, FILTER_IGNORE, false);
  579. time = p_time;
  580. } else {
  581. blend_input(prev, p_time, false, blend, FILTER_IGNORE, false);
  582. time += p_time;
  583. prev_xfading -= p_time;
  584. if (prev_xfading < 0) {
  585. set_parameter(this->prev, -1);
  586. }
  587. }
  588. }
  589. set_parameter(this->time, time);
  590. set_parameter(this->prev_xfading, prev_xfading);
  591. return rem;
  592. }
  593. void AnimationNodeTransition::_validate_property(PropertyInfo &property) const {
  594. if (property.name.begins_with("input_")) {
  595. String n = property.name.get_slicec('/', 0).get_slicec('_', 1);
  596. if (n != "count") {
  597. int idx = n.to_int();
  598. if (idx >= enabled_inputs) {
  599. property.usage = 0;
  600. }
  601. }
  602. }
  603. AnimationNode::_validate_property(property);
  604. }
  605. void AnimationNodeTransition::_bind_methods() {
  606. ClassDB::bind_method(D_METHOD("set_enabled_inputs", "amount"), &AnimationNodeTransition::set_enabled_inputs);
  607. ClassDB::bind_method(D_METHOD("get_enabled_inputs"), &AnimationNodeTransition::get_enabled_inputs);
  608. ClassDB::bind_method(D_METHOD("set_input_as_auto_advance", "input", "enable"), &AnimationNodeTransition::set_input_as_auto_advance);
  609. ClassDB::bind_method(D_METHOD("is_input_set_as_auto_advance", "input"), &AnimationNodeTransition::is_input_set_as_auto_advance);
  610. ClassDB::bind_method(D_METHOD("set_input_caption", "input", "caption"), &AnimationNodeTransition::set_input_caption);
  611. ClassDB::bind_method(D_METHOD("get_input_caption", "input"), &AnimationNodeTransition::get_input_caption);
  612. ClassDB::bind_method(D_METHOD("set_cross_fade_time", "time"), &AnimationNodeTransition::set_cross_fade_time);
  613. ClassDB::bind_method(D_METHOD("get_cross_fade_time"), &AnimationNodeTransition::get_cross_fade_time);
  614. ADD_PROPERTY(PropertyInfo(Variant::INT, "input_count", PROPERTY_HINT_RANGE, "0,64,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_enabled_inputs", "get_enabled_inputs");
  615. ADD_PROPERTY(PropertyInfo(Variant::REAL, "xfade_time", PROPERTY_HINT_RANGE, "0,120,0.01"), "set_cross_fade_time", "get_cross_fade_time");
  616. for (int i = 0; i < MAX_INPUTS; i++) {
  617. ADD_PROPERTYI(PropertyInfo(Variant::STRING, "input_" + itos(i) + "/name"), "set_input_caption", "get_input_caption", i);
  618. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "input_" + itos(i) + "/auto_advance"), "set_input_as_auto_advance", "is_input_set_as_auto_advance", i);
  619. }
  620. }
  621. AnimationNodeTransition::AnimationNodeTransition() {
  622. prev_xfading = "prev_xfading";
  623. prev = "prev";
  624. time = "time";
  625. current = "current";
  626. prev_current = "prev_current";
  627. ;
  628. enabled_inputs = 0;
  629. for (int i = 0; i < MAX_INPUTS; i++) {
  630. inputs[i].auto_advance = false;
  631. inputs[i].name = itos(i + 1);
  632. }
  633. }
  634. /////////////////////
  635. String AnimationNodeOutput::get_caption() const {
  636. return "Output";
  637. }
  638. float AnimationNodeOutput::process(float p_time, bool p_seek) {
  639. return blend_input(0, p_time, p_seek, 1.0);
  640. }
  641. AnimationNodeOutput::AnimationNodeOutput() {
  642. add_input("output");
  643. }
  644. ///////////////////////////////////////////////////////
  645. void AnimationNodeBlendTree::add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position) {
  646. ERR_FAIL_COND(nodes.has(p_name));
  647. ERR_FAIL_COND(p_node.is_null());
  648. ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output);
  649. ERR_FAIL_COND(String(p_name).find("/") != -1);
  650. Node n;
  651. n.node = p_node;
  652. n.position = p_position;
  653. n.connections.resize(n.node->get_input_count());
  654. nodes[p_name] = n;
  655. emit_changed();
  656. emit_signal("tree_changed");
  657. p_node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED);
  658. p_node->connect("changed", this, "_node_changed", varray(p_name), CONNECT_REFERENCE_COUNTED);
  659. }
  660. Ref<AnimationNode> AnimationNodeBlendTree::get_node(const StringName &p_name) const {
  661. ERR_FAIL_COND_V(!nodes.has(p_name), Ref<AnimationNode>());
  662. return nodes[p_name].node;
  663. }
  664. StringName AnimationNodeBlendTree::get_node_name(const Ref<AnimationNode> &p_node) const {
  665. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  666. if (E->get().node == p_node) {
  667. return E->key();
  668. }
  669. }
  670. ERR_FAIL_V(StringName());
  671. }
  672. void AnimationNodeBlendTree::set_node_position(const StringName &p_node, const Vector2 &p_position) {
  673. ERR_FAIL_COND(!nodes.has(p_node));
  674. nodes[p_node].position = p_position;
  675. }
  676. Vector2 AnimationNodeBlendTree::get_node_position(const StringName &p_node) const {
  677. ERR_FAIL_COND_V(!nodes.has(p_node), Vector2());
  678. return nodes[p_node].position;
  679. }
  680. void AnimationNodeBlendTree::get_child_nodes(List<ChildNode> *r_child_nodes) {
  681. Vector<StringName> ns;
  682. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  683. ns.push_back(E->key());
  684. }
  685. ns.sort_custom<StringName::AlphCompare>();
  686. for (int i = 0; i < ns.size(); i++) {
  687. ChildNode cn;
  688. cn.name = ns[i];
  689. cn.node = nodes[cn.name].node;
  690. r_child_nodes->push_back(cn);
  691. }
  692. }
  693. bool AnimationNodeBlendTree::has_node(const StringName &p_name) const {
  694. return nodes.has(p_name);
  695. }
  696. Vector<StringName> AnimationNodeBlendTree::get_node_connection_array(const StringName &p_name) const {
  697. ERR_FAIL_COND_V(!nodes.has(p_name), Vector<StringName>());
  698. return nodes[p_name].connections;
  699. }
  700. void AnimationNodeBlendTree::remove_node(const StringName &p_name) {
  701. ERR_FAIL_COND(!nodes.has(p_name));
  702. ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output); //can't delete output
  703. {
  704. Ref<AnimationNode> node = nodes[p_name].node;
  705. node->disconnect("tree_changed", this, "_tree_changed");
  706. node->disconnect("changed", this, "_node_changed");
  707. }
  708. nodes.erase(p_name);
  709. //erase connections to name
  710. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  711. for (int i = 0; i < E->get().connections.size(); i++) {
  712. if (E->get().connections[i] == p_name) {
  713. E->get().connections.write[i] = StringName();
  714. }
  715. }
  716. }
  717. emit_changed();
  718. emit_signal("tree_changed");
  719. }
  720. void AnimationNodeBlendTree::rename_node(const StringName &p_name, const StringName &p_new_name) {
  721. ERR_FAIL_COND(!nodes.has(p_name));
  722. ERR_FAIL_COND(nodes.has(p_new_name));
  723. ERR_FAIL_COND(p_name == SceneStringNames::get_singleton()->output);
  724. ERR_FAIL_COND(p_new_name == SceneStringNames::get_singleton()->output);
  725. nodes[p_name].node->disconnect("changed", this, "_node_changed");
  726. nodes[p_new_name] = nodes[p_name];
  727. nodes.erase(p_name);
  728. //rename connections
  729. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  730. for (int i = 0; i < E->get().connections.size(); i++) {
  731. if (E->get().connections[i] == p_name) {
  732. E->get().connections.write[i] = p_new_name;
  733. }
  734. }
  735. }
  736. //connection must be done with new name
  737. nodes[p_new_name].node->connect("changed", this, "_node_changed", varray(p_new_name), CONNECT_REFERENCE_COUNTED);
  738. emit_signal("tree_changed");
  739. }
  740. void AnimationNodeBlendTree::connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) {
  741. ERR_FAIL_COND(!nodes.has(p_output_node));
  742. ERR_FAIL_COND(!nodes.has(p_input_node));
  743. ERR_FAIL_COND(p_output_node == SceneStringNames::get_singleton()->output);
  744. ERR_FAIL_COND(p_input_node == p_output_node);
  745. Ref<AnimationNode> input = nodes[p_input_node].node;
  746. ERR_FAIL_INDEX(p_input_index, nodes[p_input_node].connections.size());
  747. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  748. for (int i = 0; i < E->get().connections.size(); i++) {
  749. StringName output = E->get().connections[i];
  750. ERR_FAIL_COND(output == p_output_node);
  751. }
  752. }
  753. nodes[p_input_node].connections.write[p_input_index] = p_output_node;
  754. emit_changed();
  755. }
  756. void AnimationNodeBlendTree::disconnect_node(const StringName &p_node, int p_input_index) {
  757. ERR_FAIL_COND(!nodes.has(p_node));
  758. Ref<AnimationNode> input = nodes[p_node].node;
  759. ERR_FAIL_INDEX(p_input_index, nodes[p_node].connections.size());
  760. nodes[p_node].connections.write[p_input_index] = StringName();
  761. }
  762. AnimationNodeBlendTree::ConnectionError AnimationNodeBlendTree::can_connect_node(const StringName &p_input_node, int p_input_index, const StringName &p_output_node) const {
  763. if (!nodes.has(p_output_node) || p_output_node == SceneStringNames::get_singleton()->output) {
  764. return CONNECTION_ERROR_NO_OUTPUT;
  765. }
  766. if (!nodes.has(p_input_node)) {
  767. return CONNECTION_ERROR_NO_INPUT;
  768. }
  769. if (!nodes.has(p_input_node)) {
  770. return CONNECTION_ERROR_SAME_NODE;
  771. }
  772. Ref<AnimationNode> input = nodes[p_input_node].node;
  773. if (p_input_index < 0 || p_input_index >= nodes[p_input_node].connections.size()) {
  774. return CONNECTION_ERROR_NO_INPUT_INDEX;
  775. }
  776. if (nodes[p_input_node].connections[p_input_index] != StringName()) {
  777. return CONNECTION_ERROR_CONNECTION_EXISTS;
  778. }
  779. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  780. for (int i = 0; i < E->get().connections.size(); i++) {
  781. StringName output = E->get().connections[i];
  782. if (output == p_output_node) {
  783. return CONNECTION_ERROR_CONNECTION_EXISTS;
  784. }
  785. }
  786. }
  787. return CONNECTION_OK;
  788. }
  789. void AnimationNodeBlendTree::get_node_connections(List<NodeConnection> *r_connections) const {
  790. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  791. for (int i = 0; i < E->get().connections.size(); i++) {
  792. StringName output = E->get().connections[i];
  793. if (output != StringName()) {
  794. NodeConnection nc;
  795. nc.input_node = E->key();
  796. nc.input_index = i;
  797. nc.output_node = output;
  798. r_connections->push_back(nc);
  799. }
  800. }
  801. }
  802. }
  803. String AnimationNodeBlendTree::get_caption() const {
  804. return "BlendTree";
  805. }
  806. float AnimationNodeBlendTree::process(float p_time, bool p_seek) {
  807. Ref<AnimationNodeOutput> output = nodes[SceneStringNames::get_singleton()->output].node;
  808. return _blend_node("output", nodes[SceneStringNames::get_singleton()->output].connections, this, output, p_time, p_seek, 1.0);
  809. }
  810. void AnimationNodeBlendTree::get_node_list(List<StringName> *r_list) {
  811. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  812. r_list->push_back(E->key());
  813. }
  814. }
  815. void AnimationNodeBlendTree::set_graph_offset(const Vector2 &p_graph_offset) {
  816. graph_offset = p_graph_offset;
  817. }
  818. Vector2 AnimationNodeBlendTree::get_graph_offset() const {
  819. return graph_offset;
  820. }
  821. Ref<AnimationNode> AnimationNodeBlendTree::get_child_by_name(const StringName &p_name) {
  822. return get_node(p_name);
  823. }
  824. bool AnimationNodeBlendTree::_set(const StringName &p_name, const Variant &p_value) {
  825. String name = p_name;
  826. if (name.begins_with("nodes/")) {
  827. String node_name = name.get_slicec('/', 1);
  828. String what = name.get_slicec('/', 2);
  829. if (what == "node") {
  830. Ref<AnimationNode> anode = p_value;
  831. if (anode.is_valid()) {
  832. add_node(node_name, p_value);
  833. }
  834. return true;
  835. }
  836. if (what == "position") {
  837. if (nodes.has(node_name)) {
  838. nodes[node_name].position = p_value;
  839. }
  840. return true;
  841. }
  842. } else if (name == "node_connections") {
  843. Array conns = p_value;
  844. ERR_FAIL_COND_V(conns.size() % 3 != 0, false);
  845. for (int i = 0; i < conns.size(); i += 3) {
  846. connect_node(conns[i], conns[i + 1], conns[i + 2]);
  847. }
  848. return true;
  849. }
  850. return false;
  851. }
  852. bool AnimationNodeBlendTree::_get(const StringName &p_name, Variant &r_ret) const {
  853. String name = p_name;
  854. if (name.begins_with("nodes/")) {
  855. String node_name = name.get_slicec('/', 1);
  856. String what = name.get_slicec('/', 2);
  857. if (what == "node") {
  858. if (nodes.has(node_name)) {
  859. r_ret = nodes[node_name].node;
  860. return true;
  861. }
  862. }
  863. if (what == "position") {
  864. if (nodes.has(node_name)) {
  865. r_ret = nodes[node_name].position;
  866. return true;
  867. }
  868. }
  869. } else if (name == "node_connections") {
  870. List<NodeConnection> nc;
  871. get_node_connections(&nc);
  872. Array conns;
  873. conns.resize(nc.size() * 3);
  874. int idx = 0;
  875. for (List<NodeConnection>::Element *E = nc.front(); E; E = E->next()) {
  876. conns[idx * 3 + 0] = E->get().input_node;
  877. conns[idx * 3 + 1] = E->get().input_index;
  878. conns[idx * 3 + 2] = E->get().output_node;
  879. idx++;
  880. }
  881. r_ret = conns;
  882. return true;
  883. }
  884. return false;
  885. }
  886. void AnimationNodeBlendTree::_get_property_list(List<PropertyInfo> *p_list) const {
  887. List<StringName> names;
  888. for (Map<StringName, Node>::Element *E = nodes.front(); E; E = E->next()) {
  889. names.push_back(E->key());
  890. }
  891. names.sort_custom<StringName::AlphCompare>();
  892. for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
  893. String name = E->get();
  894. if (name != "output") {
  895. p_list->push_back(PropertyInfo(Variant::OBJECT, "nodes/" + name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "AnimationNode", PROPERTY_USAGE_NOEDITOR));
  896. }
  897. p_list->push_back(PropertyInfo(Variant::VECTOR2, "nodes/" + name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  898. }
  899. p_list->push_back(PropertyInfo(Variant::ARRAY, "node_connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  900. }
  901. void AnimationNodeBlendTree::_tree_changed() {
  902. emit_signal("tree_changed");
  903. }
  904. void AnimationNodeBlendTree::_node_changed(const StringName &p_node) {
  905. ERR_FAIL_COND(!nodes.has(p_node));
  906. nodes[p_node].connections.resize(nodes[p_node].node->get_input_count());
  907. }
  908. void AnimationNodeBlendTree::_bind_methods() {
  909. ClassDB::bind_method(D_METHOD("add_node", "name", "node", "position"), &AnimationNodeBlendTree::add_node, DEFVAL(Vector2()));
  910. ClassDB::bind_method(D_METHOD("get_node", "name"), &AnimationNodeBlendTree::get_node);
  911. ClassDB::bind_method(D_METHOD("remove_node", "name"), &AnimationNodeBlendTree::remove_node);
  912. ClassDB::bind_method(D_METHOD("rename_node", "name", "new_name"), &AnimationNodeBlendTree::rename_node);
  913. ClassDB::bind_method(D_METHOD("has_node", "name"), &AnimationNodeBlendTree::has_node);
  914. ClassDB::bind_method(D_METHOD("connect_node", "input_node", "input_index", "output_node"), &AnimationNodeBlendTree::connect_node);
  915. ClassDB::bind_method(D_METHOD("disconnect_node", "input_node", "input_index"), &AnimationNodeBlendTree::disconnect_node);
  916. ClassDB::bind_method(D_METHOD("set_node_position", "name", "position"), &AnimationNodeBlendTree::set_node_position);
  917. ClassDB::bind_method(D_METHOD("get_node_position", "name"), &AnimationNodeBlendTree::get_node_position);
  918. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeBlendTree::set_graph_offset);
  919. ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeBlendTree::get_graph_offset);
  920. ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendTree::_tree_changed);
  921. ClassDB::bind_method(D_METHOD("_node_changed", "node"), &AnimationNodeBlendTree::_node_changed);
  922. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  923. BIND_CONSTANT(CONNECTION_OK);
  924. BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT);
  925. BIND_CONSTANT(CONNECTION_ERROR_NO_INPUT_INDEX);
  926. BIND_CONSTANT(CONNECTION_ERROR_NO_OUTPUT);
  927. BIND_CONSTANT(CONNECTION_ERROR_SAME_NODE);
  928. BIND_CONSTANT(CONNECTION_ERROR_CONNECTION_EXISTS);
  929. }
  930. AnimationNodeBlendTree::AnimationNodeBlendTree() {
  931. Ref<AnimationNodeOutput> output;
  932. output.instance();
  933. Node n;
  934. n.node = output;
  935. n.position = Vector2(300, 150);
  936. n.connections.resize(1);
  937. nodes["output"] = n;
  938. }
  939. AnimationNodeBlendTree::~AnimationNodeBlendTree() {
  940. }