AnimationNodeBlendSpace2D¶
Inherits: AnimationRootNode < AnimationNode < Resource < Reference < Object
Blends linearly between three AnimationNode of any type placed in a 2D space.
Description¶
A resource to add to an AnimationNodeBlendTree.
This node allows you to blend linearly between three animations using a Vector2 weight.
You can add vertices to the blend space with add_blend_point and automatically triangulate it by setting auto_triangles to true
. Otherwise, use add_triangle and remove_triangle to create up the blend space by hand.
Tutorials¶
Properties¶
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Methods¶
void |
add_blend_point ( AnimationRootNode node, Vector2 pos, int at_index=-1 ) |
void |
add_triangle ( int x, int y, int z, int at_index=-1 ) |
get_blend_point_count ( ) const |
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get_blend_point_node ( int point ) const |
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get_blend_point_position ( int point ) const |
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get_triangle_count ( ) const |
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get_triangle_point ( int triangle, int point ) |
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void |
remove_blend_point ( int point ) |
void |
remove_triangle ( int triangle ) |
void |
set_blend_point_node ( int point, AnimationRootNode node ) |
void |
set_blend_point_position ( int point, Vector2 pos ) |
Signals¶
triangles_updated ( )
Emitted every time the blend space's triangles are created, removed, or when one of their vertices changes position.
Enumerations¶
enum BlendMode:
BlendMode BLEND_MODE_INTERPOLATED = 0
The interpolation between animations is linear.
BlendMode BLEND_MODE_DISCRETE = 1
The blend space plays the animation of the node the blending position is closest to. Useful for frame-by-frame 2D animations.
BlendMode BLEND_MODE_DISCRETE_CARRY = 2
Similar to BLEND_MODE_DISCRETE, but starts the new animation at the last animation's playback position.
Property Descriptions¶
bool auto_triangles = true
If true
, the blend space is triangulated automatically. The mesh updates every time you add or remove points with add_blend_point and remove_blend_point.
BlendMode blend_mode = 0
Controls the interpolation between animations. See BlendMode constants.
Vector2 max_space = Vector2( 1, 1 )
The blend space's X and Y axes' upper limit for the points' position. See add_blend_point.
Vector2 min_space = Vector2( -1, -1 )
The blend space's X and Y axes' lower limit for the points' position. See add_blend_point.
Vector2 snap = Vector2( 0.1, 0.1 )
Position increment to snap to when moving a point.
String x_label = "x"
Name of the blend space's X axis.
String y_label = "y"
Name of the blend space's Y axis.
Method Descriptions¶
void add_blend_point ( AnimationRootNode node, Vector2 pos, int at_index=-1 )
Adds a new point that represents a node
at the position set by pos
. You can insert it at a specific index using the at_index
argument. If you use the default value for at_index
, the point is inserted at the end of the blend points array.
void add_triangle ( int x, int y, int z, int at_index=-1 )
Creates a new triangle using three points x
, y
, and z
. Triangles can overlap. You can insert the triangle at a specific index using the at_index
argument. If you use the default value for at_index
, the point is inserted at the end of the blend points array.
int get_blend_point_count ( ) const
Returns the number of points in the blend space.
AnimationRootNode get_blend_point_node ( int point ) const
Returns the AnimationRootNode referenced by the point at index point
.
Vector2 get_blend_point_position ( int point ) const
Returns the position of the point at index point
.
int get_triangle_count ( ) const
Returns the number of triangles in the blend space.
int get_triangle_point ( int triangle, int point )
Returns the position of the point at index point
in the triangle of index triangle
.
void remove_blend_point ( int point )
Removes the point at index point
from the blend space.
void remove_triangle ( int triangle )
Removes the triangle at index triangle
from the blend space.
void set_blend_point_node ( int point, AnimationRootNode node )
Changes the AnimationNode referenced by the point at index point
.
void set_blend_point_position ( int point, Vector2 pos )
Updates the position of the point at index point
on the blend axis.