text: /*************************************************************************/
  /*  animation_blend_space_2d.h                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef ANIMATION_BLEND_SPACE_2D_H
  #define ANIMATION_BLEND_SPACE_2D_H
  
  #include "scene/animation/animation_tree.h"
  
  class AnimationNodeBlendSpace2D : public AnimationRootNode {
  	GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode);
  
  public:
  	enum BlendMode {
  		BLEND_MODE_INTERPOLATED,
  		BLEND_MODE_DISCRETE,
  		BLEND_MODE_DISCRETE_CARRY,
  	};
  
  protected:
  	enum {
  		MAX_BLEND_POINTS = 64
  	};
  
  	struct BlendPoint {
  		StringName name;
  		Ref<AnimationRootNode> node;
  		Vector2 position;
  	};
  
  	BlendPoint blend_points[MAX_BLEND_POINTS];
  	int blend_points_used;
  
  	struct BlendTriangle {
  		int points[3];
  	};
  
  	Vector<BlendTriangle> triangles;
  
  	StringName blend_position;
  	StringName closest;
  	StringName length_internal;
  	Vector2 max_space;
  	Vector2 min_space;
  	Vector2 snap;
  	String x_label;
  	String y_label;
  	BlendMode blend_mode;
  
  	void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
  	void _set_triangles(const Vector<int> &p_triangles);
  	Vector<int> _get_triangles() const;
  
  	void _blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights);
  
  	bool auto_triangles;
  	bool trianges_dirty;
  
  	void _update_triangles();
  	void _queue_auto_triangles();
  
  	void _tree_changed();
  
  protected:
  	virtual void _validate_property(PropertyInfo &property) const;
  	static void _bind_methods();
  
  public:
  	virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
  	virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
  
  	virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
  
  	void add_blend_point(const Ref<AnimationRootNode> &p_node, const Vector2 &p_position, int p_at_index = -1);
  	void set_blend_point_position(int p_point, const Vector2 &p_position);
  	void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
  	Vector2 get_blend_point_position(int p_point) const;
  	Ref<AnimationRootNode> get_blend_point_node(int p_point) const;
  	void remove_blend_point(int p_point);
  	int get_blend_point_count() const;
  
  	bool has_triangle(int p_x, int p_y, int p_z) const;
  	void add_triangle(int p_x, int p_y, int p_z, int p_at_index = -1);
  	int get_triangle_point(int p_triangle, int p_point);
  	void remove_triangle(int p_triangle);
  	int get_triangle_count() const;
  
  	void set_min_space(const Vector2 &p_min);
  	Vector2 get_min_space() const;
  
  	void set_max_space(const Vector2 &p_max);
  	Vector2 get_max_space() const;
  
  	void set_snap(const Vector2 &p_snap);
  	Vector2 get_snap() const;
  
  	void set_x_label(const String &p_label);
  	String get_x_label() const;
  
  	void set_y_label(const String &p_label);
  	String get_y_label() const;
  
  	virtual float process(float p_time, bool p_seek);
  	virtual String get_caption() const;
  
  	Vector2 get_closest_point(const Vector2 &p_point);
  
  	void set_auto_triangles(bool p_enable);
  	bool get_auto_triangles() const;
  
  	void set_blend_mode(BlendMode p_blend_mode);
  	BlendMode get_blend_mode() const;
  
  	virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
  
  	AnimationNodeBlendSpace2D();
  	~AnimationNodeBlendSpace2D();
  };
  
  VARIANT_ENUM_CAST(AnimationNodeBlendSpace2D::BlendMode)
  
  #endif // ANIMATION_BLEND_SPACE_2D_H
  