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AnimationNodeBlendSpace1D

Eredita: AnimationRootNode < AnimationNode < Resource < RefCounted < Object

Una serie di AnimationRootNode posizionati su un asse virtuale, con dissolvenza incrociata tra i due adiacenti. Utilizzato da AnimationTree.

Descrizione

Una risorsa utilizzata da AnimationNodeBlendTree.

AnimationNodeBlendSpace1D rappresenta un asse virtuale su cui è possibile aggiungere qualsiasi tipo di AnimationRootNode tramite add_blend_point(). Restituisce la fusione lineare dei due AnimationRootNode adiacenti al valore attuale.

È possibile impostare le estensioni dell'asse con min_space e max_space.

Tutorial

Proprietà

BlendMode

blend_mode

0

float

cyclic_length

0.0

float

max_space

1.0

float

min_space

-1.0

float

snap

0.1

bool

sync

SyncMode

sync_mode

0

String

value_label

"value"

Metodi

void

add_blend_point(node: AnimationRootNode, pos: float, at_index: int = -1, name: StringName = &"")

int

find_blend_point_by_name(name: StringName) const

int

get_blend_point_count() const

StringName

get_blend_point_name(point: int) const

AnimationRootNode

get_blend_point_node(point: int) const

float

get_blend_point_position(point: int) const

void

remove_blend_point(point: int)

void

reorder_blend_point(from_index: int, to_index: int)

void

set_blend_point_name(point: int, name: StringName)

void

set_blend_point_node(point: int, node: AnimationRootNode)

void

set_blend_point_position(point: int, pos: float)


Enumerazioni

enum BlendMode: 🔗

BlendMode BLEND_MODE_INTERPOLATED = 0

L'interpolazione tra le animazioni è lineare.

BlendMode BLEND_MODE_DISCRETE = 1

Lo spazio di fusione riproduce l'animazione del nodo di animazione a cui è più vicina la posizione di fusione. Utile per le animazioni 2D fotogramma per fotogramma.

BlendMode BLEND_MODE_DISCRETE_CARRY = 2

Simile a BLEND_MODE_DISCRETE, ma avvia la nuova animazione dalla posizione di riproduzione dell'animazione precedente.


enum SyncMode: 🔗

SyncMode SYNC_MODE_NONE = 0

Inactive animations are frozen and do not advance.

SyncMode SYNC_MODE_INDEPENDENT = 1

Inactive animations advance with a weight of 0. This is equivalent to the previous sync = true behavior.

SyncMode SYNC_MODE_CYCLIC_MUTABLE = 2

All animations are time-scaled so they stay in sync, with the cycle length dynamically computed from active blend weights. This is self-normalizing: a solo animation plays at normal speed.

Note: If you apply AnimationNodeTimeSeek to the result when handling animations of different lengths, synchronization will be broken. In such cases, it is recommended to use AnimationNodeAnimation.use_custom_timeline to align the animation lengths.

SyncMode SYNC_MODE_CYCLIC_CONSTANT = 3

All animations are time-scaled so they complete one cycle in cyclic_length seconds, keeping them in sync regardless of their individual lengths.

Note: If you apply AnimationNodeTimeSeek to the result when handling animations of different lengths, synchronization will be broken. In such cases, it is recommended to use AnimationNodeAnimation.use_custom_timeline to align the animation lengths.


Descrizioni delle proprietà

BlendMode blend_mode = 0 🔗

Controlla l'interpolazione tra le animazioni.


float cyclic_length = 0.0 🔗

  • void set_cyclic_length(value: float)

  • float get_cyclic_length()

The cycle length in seconds used by SYNC_MODE_CYCLIC_CONSTANT. All animations are time-scaled so they complete one full cycle in this duration. Must be greater than 0 for cyclic sync to take effect.


float max_space = 1.0 🔗

  • void set_max_space(value: float)

  • float get_max_space()

Il limite superiore dell'asse di fusione per la posizione dei punti. Vedi add_blend_point().


float min_space = -1.0 🔗

  • void set_min_space(value: float)

  • float get_min_space()

Il limite inferiore dell'asse di fusione per la posizione dei punti. Vedi add_blend_point().


float snap = 0.1 🔗

Incremento dello scatto di posizione quando si sposta un punto sull'asse.


bool sync 🔗

  • void set_use_sync(value: bool)

  • bool is_using_sync()

Deprecato: Use sync_mode instead.

If true, sync mode is enabled (equivalent to SYNC_MODE_INDEPENDENT). This property is kept for backward compatibility.


SyncMode sync_mode = 0 🔗

Controls how animations are synced when blended. See SyncMode for available options.


String value_label = "value" 🔗

  • void set_value_label(value: String)

  • String get_value_label()

Etichetta dell'asse virtuale dello spazio di fusione.


Descrizioni dei metodi

void add_blend_point(node: AnimationRootNode, pos: float, at_index: int = -1, name: StringName = &"") 🔗

Adds a new point with name that represents a node on the virtual axis at a given 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.

Note: If no name is provided, safe index is used as reference. In the future, empty names will be deprecated, so explicitly passing a name is recommended.


int find_blend_point_by_name(name: StringName) const 🔗

Returns the index of the blend point with the given name. Returns -1 if no blend point with that name is found.


int get_blend_point_count() const 🔗

Restituisce il numero di punti sull'asse di fusione.


StringName get_blend_point_name(point: int) const 🔗

Returns the name of the blend point at index point.


AnimationRootNode get_blend_point_node(point: int) const 🔗

Restituisce l'AnimationNode riferito dal punto all'indice point.


float get_blend_point_position(point: int) const 🔗

Restituisce la posizione del punto all'indice point.


void remove_blend_point(point: int) 🔗

Rimuove il punto all'indice point dall'asse di fusione.


void reorder_blend_point(from_index: int, to_index: int) 🔗

Swaps the blend points at indices from_index and to_index, exchanging their positions and properties.


void set_blend_point_name(point: int, name: StringName) 🔗

Sets the name of the blend point at index point. If the name conflicts with an existing point, a unique name will be generated automatically.


void set_blend_point_node(point: int, node: AnimationRootNode) 🔗

Modifica l'AnimationNode a cui fa riferimento il punto all'indice point.


void set_blend_point_position(point: int, pos: float) 🔗

Aggiorna la posizione del punto all'indice point sull'asse di fusione.