text: #ifndef ANIMATION_BLEND_SPACE_1D_H
  #define ANIMATION_BLEND_SPACE_1D_H
  
  #include "scene/animation/animation_tree.h"
  
  class AnimationNodeBlendSpace1D : public AnimationRootNode {
  	GDCLASS(AnimationNodeBlendSpace1D, AnimationRootNode)
  
  	enum {
  		MAX_BLEND_POINTS = 64
  	};
  
  	struct BlendPoint {
  		Ref<AnimationRootNode> node;
  		float position;
  	};
  
  	BlendPoint blend_points[MAX_BLEND_POINTS];
  	int blend_points_used;
  
  	float blend_pos;
  
  	float max_space;
  	float min_space;
  
  	float snap;
  
  	String value_label;
  
  	void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node);
  
  protected:
  	virtual void _validate_property(PropertyInfo &property) const;
  	static void _bind_methods();
  
  public:
  	virtual void set_tree(AnimationTree *p_player);
  
  	void add_blend_point(const Ref<AnimationRootNode> &p_node, float p_position, int p_at_index = -1);
  	void set_blend_point_position(int p_point, float p_position);
  	void set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node);
  
  	float 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;
  
  	void set_min_space(float p_min);
  	float get_min_space() const;
  
  	void set_max_space(float p_max);
  	float get_max_space() const;
  
  	void set_snap(float p_snap);
  	float get_snap() const;
  
  	void set_blend_pos(float p_pos);
  	float get_blend_pos() const;
  
  	void set_value_label(const String &p_label);
  	String get_value_label() const;
  
  	float process(float p_time, bool p_seek);
  	String get_caption() const;
  
  	AnimationNodeBlendSpace1D();
  	~AnimationNodeBlendSpace1D();
  };
  
  #endif // ANIMATION_BLEND_SPACE_1D_H
  