<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNode" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Base class for [AnimationTree] nodes. Not related to scene nodes.
	</brief_description>
	<description>
		Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
		Inherit this when creating animation nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
		You can access the time information as read-only parameter which is processed and stored in the previous frame for all nodes except [AnimationNodeOutput].
		[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time information takes precedence depends on the type of [AnimationNode].
		[codeblock]
		var current_length = $AnimationTree["parameters/AnimationNodeName/current_length"]
		var current_position = $AnimationTree["parameters/AnimationNodeName/current_position"]
		var current_delta = $AnimationTree["parameters/AnimationNodeName/current_delta"]
		[/codeblock]
	</description>
	<tutorials>
		<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
	</tutorials>
	<methods>
		<method name="_get_caption" qualifiers="virtual const">
			<return type="String" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to override the text caption for this animation node.
			</description>
		</method>
		<method name="_get_child_by_name" qualifiers="virtual const">
			<return type="AnimationNode" />
			<param index="0" name="name" type="StringName" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to return a child animation node by its [param name].
			</description>
		</method>
		<method name="_get_child_nodes" qualifiers="virtual const">
			<return type="Dictionary" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to return all child animation nodes in order as a [code]name: node[/code] dictionary.
			</description>
		</method>
		<method name="_get_parameter_default_value" qualifiers="virtual const">
			<return type="Variant" />
			<param index="0" name="parameter" type="StringName" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to return the default value of a [param parameter]. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.
			</description>
		</method>
		<method name="_get_parameter_list" qualifiers="virtual const">
			<return type="Array" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to return a list of the properties on this animation node. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list].
			</description>
		</method>
		<method name="_has_filter" qualifiers="virtual const">
			<return type="bool" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to return whether the blend tree editor should display filter editing on this animation node.
			</description>
		</method>
		<method name="_is_parameter_read_only" qualifiers="virtual const">
			<return type="bool" />
			<param index="0" name="parameter" type="StringName" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to return whether the [param parameter] is read-only. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.
			</description>
		</method>
		<method name="_process" qualifiers="virtual" deprecated="Currently this is mostly useless as there is a lack of many APIs to extend AnimationNode by GDScript. It is planned that a more flexible API using structures will be provided in the future.">
			<return type="float" />
			<param index="0" name="time" type="float" />
			<param index="1" name="seek" type="bool" />
			<param index="2" name="is_external_seeking" type="bool" />
			<param index="3" name="test_only" type="bool" />
			<description>
				When inheriting from [AnimationRootNode], implement this virtual method to run some code when this animation node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute.
				Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
				This function should return the delta.
			</description>
		</method>
		<method name="add_input">
			<return type="bool" />
			<param index="0" name="name" type="String" />
			<description>
				Adds an input to the animation node. This is only useful for animation nodes created for use in an [AnimationNodeBlendTree]. If the addition fails, returns [code]false[/code].
			</description>
		</method>
		<method name="blend_animation">
			<return type="void" />
			<param index="0" name="animation" type="StringName" />
			<param index="1" name="time" type="float" />
			<param index="2" name="delta" type="float" />
			<param index="3" name="seeked" type="bool" />
			<param index="4" name="is_external_seeking" type="bool" />
			<param index="5" name="blend" type="float" />
			<param index="6" name="looped_flag" type="int" enum="Animation.LoopedFlag" default="0" />
			<description>
				Blends an animation by [param blend] amount (name must be valid in the linked [AnimationPlayer]). A [param time] and [param delta] may be passed, as well as whether [param seeked] happened.
				A [param looped_flag] is used by internal processing immediately after the loop.
			</description>
		</method>
		<method name="blend_input">
			<return type="float" />
			<param index="0" name="input_index" type="int" />
			<param index="1" name="time" type="float" />
			<param index="2" name="seek" type="bool" />
			<param index="3" name="is_external_seeking" type="bool" />
			<param index="4" name="blend" type="float" />
			<param index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
			<param index="6" name="sync" type="bool" default="true" />
			<param index="7" name="test_only" type="bool" default="false" />
			<description>
				Blends an input. This is only useful for animation nodes created for an [AnimationNodeBlendTree]. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed.
			</description>
		</method>
		<method name="blend_node">
			<return type="float" />
			<param index="0" name="name" type="StringName" />
			<param index="1" name="node" type="AnimationNode" />
			<param index="2" name="time" type="float" />
			<param index="3" name="seek" type="bool" />
			<param index="4" name="is_external_seeking" type="bool" />
			<param index="5" name="blend" type="float" />
			<param index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
			<param index="7" name="sync" type="bool" default="true" />
			<param index="8" name="test_only" type="bool" default="false" />
			<description>
				Blend another animation node (in case this animation node contains child animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, otherwise editors will not display your animation node for addition.
			</description>
		</method>
		<method name="find_input" qualifiers="const">
			<return type="int" />
			<param index="0" name="name" type="String" />
			<description>
				Returns the input index which corresponds to [param name]. If not found, returns [code]-1[/code].
			</description>
		</method>
		<method name="get_input_count" qualifiers="const">
			<return type="int" />
			<description>
				Amount of inputs in this animation node, only useful for animation nodes that go into [AnimationNodeBlendTree].
			</description>
		</method>
		<method name="get_input_name" qualifiers="const">
			<return type="String" />
			<param index="0" name="input" type="int" />
			<description>
				Gets the name of an input by index.
			</description>
		</method>
		<method name="get_parameter" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="name" type="StringName" />
			<description>
				Gets the value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.
			</description>
		</method>
		<method name="get_processing_animation_tree_instance_id" qualifiers="const">
			<return type="int" />
			<description>
				Returns the object id of the [AnimationTree] that owns this node.
				[b]Note:[/b] This method should only be called from within the [method AnimationNodeExtension._process_animation_node] method, and will return an invalid id otherwise.
			</description>
		</method>
		<method name="is_path_filtered" qualifiers="const">
			<return type="bool" />
			<param index="0" name="path" type="NodePath" />
			<description>
				Returns [code]true[/code] if the given path is filtered.
			</description>
		</method>
		<method name="is_process_testing" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this animation node is being processed in test-only mode.
			</description>
		</method>
		<method name="remove_input">
			<return type="void" />
			<param index="0" name="index" type="int" />
			<description>
				Removes an input, call this only when inactive.
			</description>
		</method>
		<method name="set_filter_path">
			<return type="void" />
			<param index="0" name="path" type="NodePath" />
			<param index="1" name="enable" type="bool" />
			<description>
				Adds or removes a path for the filter.
			</description>
		</method>
		<method name="set_input_name">
			<return type="bool" />
			<param index="0" name="input" type="int" />
			<param index="1" name="name" type="String" />
			<description>
				Sets the name of the input at the given [param input] index. If the setting fails, returns [code]false[/code].
			</description>
		</method>
		<method name="set_parameter">
			<return type="void" />
			<param index="0" name="name" type="StringName" />
			<param index="1" name="value" type="Variant" />
			<description>
				Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.
			</description>
		</method>
	</methods>
	<members>
		<member name="filter_enabled" type="bool" setter="set_filter_enabled" getter="is_filter_enabled">
			If [code]true[/code], filtering is enabled.
		</member>
	</members>
	<signals>
		<signal name="animation_node_removed">
			<param index="0" name="object_id" type="int" />
			<param index="1" name="name" type="String" />
			<description>
				Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes removes. The animation nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree].
			</description>
		</signal>
		<signal name="animation_node_renamed">
			<param index="0" name="object_id" type="int" />
			<param index="1" name="old_name" type="String" />
			<param index="2" name="new_name" type="String" />
			<description>
				Emitted by nodes that inherit from this class and that have an internal tree when one of their animation node names changes. The animation nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree].
			</description>
		</signal>
		<signal name="tree_changed">
			<description>
				Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes changes. The animation nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], [AnimationNodeBlendTree] and [AnimationNodeTransition].
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="FILTER_IGNORE" value="0" enum="FilterAction">
			Do not use filtering.
		</constant>
		<constant name="FILTER_PASS" value="1" enum="FilterAction">
			Paths matching the filter will be allowed to pass.
		</constant>
		<constant name="FILTER_STOP" value="2" enum="FilterAction">
			Paths matching the filter will be discarded.
		</constant>
		<constant name="FILTER_BLEND" value="3" enum="FilterAction">
			Paths matching the filter will be blended (by the blend value).
		</constant>
	</constants>
</class>
