/**************************************************************************/ /* look_at_modifier_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 LOOK_AT_MODIFIER_3D_H #define LOOK_AT_MODIFIER_3D_H #include "scene/3d/skeleton_modifier_3d.h" #include "scene/animation/tween.h" class LookAtModifier3D : public SkeletonModifier3D { GDCLASS(LookAtModifier3D, SkeletonModifier3D); public: enum BoneAxis { BONE_AXIS_PLUS_X, BONE_AXIS_MINUS_X, BONE_AXIS_PLUS_Y, BONE_AXIS_MINUS_Y, BONE_AXIS_PLUS_Z, BONE_AXIS_MINUS_Z, }; enum OriginFrom { ORIGIN_FROM_SELF, ORIGIN_FROM_SPECIFIC_BONE, ORIGIN_FROM_EXTERNAL_NODE, }; private: int bone = 0; Vector3 forward_vector; Vector3 forward_vector_nrm; BoneAxis forward_axis = BONE_AXIS_PLUS_Z; Vector3::Axis primary_rotation_axis = Vector3::AXIS_Y; Vector3::Axis secondary_rotation_axis = Vector3::AXIS_X; bool use_secondary_rotation = true; OriginFrom origin_from = ORIGIN_FROM_SELF; int origin_bone = -1; NodePath origin_external_node; Vector3 origin_offset; float origin_safe_margin = 0.1; NodePath target_node; float duration = 0; Tween::TransitionType transition_type = Tween::TRANS_LINEAR; Tween::EaseType ease_type = Tween::EASE_IN; bool use_angle_limitation = false; bool symmetry_limitation = true; float primary_limit_angle = Math_TAU; float primary_damp_threshold = 1.0f; float primary_positive_limit_angle = Math_PI; float primary_positive_damp_threshold = 1.0f; float primary_negative_limit_angle = Math_PI; float primary_negative_damp_threshold = 1.0f; float secondary_limit_angle = Math_TAU; float secondary_damp_threshold = 1.0f; float secondary_positive_limit_angle = Math_PI; float secondary_positive_damp_threshold = 1.0f; float secondary_negative_limit_angle = Math_PI; float secondary_negative_damp_threshold = 1.0f; bool is_within_limitations = false; // For time-based interpolation. Quaternion from_q; Quaternion prev_q; float remaining = 0; float time_step = 1.0; Vector3 get_basis_vector_from_bone_axis(const Basis &p_basis, BoneAxis p_axis) const; Vector3 get_vector_from_bone_axis(const BoneAxis &p_axis) const; Vector3 get_vector_from_axis(const Vector3::Axis &p_axis) const; Vector3::Axis get_axis_from_bone_axis(BoneAxis p_axis) const; Vector2 get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) const; float remap_damped(float p_from, float p_to, float p_damp_threshold, float p_value) const; double get_bspline_y(const Vector2 &p_from, const Vector2 &p_control, const Vector2 &p_to, double p_x) const; bool is_intersecting_axis(const Vector3 &p_prev, const Vector3 &p_current, Vector3::Axis p_flipping_axis, Vector3::Axis p_check_axis, bool p_check_plane = false) const; Transform3D look_at_with_axes(const Transform3D &p_rest); void init_transition(); protected: virtual PackedStringArray get_configuration_warnings() const override; void _validate_property(PropertyInfo &p_property) const; static void _bind_methods(); virtual void _process_modification() override; public: void set_bone(int p_bone); int get_bone() const; void set_forward_axis(BoneAxis p_axis); BoneAxis get_forward_axis() const; void set_primary_rotation_axis(Vector3::Axis p_axis); Vector3::Axis get_primary_rotation_axis() const; void set_use_secondary_rotation(bool p_enabled); bool is_using_secondary_rotation() const; void set_origin_from(OriginFrom p_origin_from); OriginFrom get_origin_from() const; void set_origin_bone(int p_bone); int get_origin_bone() const; void set_origin_external_node(const NodePath &p_external_node); NodePath get_origin_external_node() const; void set_origin_offset(const Vector3 &p_offset); Vector3 get_origin_offset() const; void set_origin_safe_margin(float p_margin); float get_origin_safe_margin() const; void set_target_node(const NodePath &p_target_node); NodePath get_target_node() const; void set_duration(float p_duration); float get_duration() const; void set_transition_type(Tween::TransitionType p_transition_type); Tween::TransitionType get_transition_type() const; void set_ease_type(Tween::EaseType p_ease_type); Tween::EaseType get_ease_type() const; void set_use_angle_limitation(bool p_enabled); bool is_using_angle_limitation() const; void set_symmetry_limitation(bool p_enabled); bool is_limitation_symmetry() const; void set_primary_limit_angle(float p_angle); float get_primary_limit_angle() const; void set_primary_damp_threshold(float p_power); float get_primary_damp_threshold() const; void set_primary_positive_limit_angle(float p_angle); float get_primary_positive_limit_angle() const; void set_primary_positive_damp_threshold(float p_power); float get_primary_positive_damp_threshold() const; void set_primary_negative_limit_angle(float p_angle); float get_primary_negative_limit_angle() const; void set_primary_negative_damp_threshold(float p_power); float get_primary_negative_damp_threshold() const; void set_secondary_limit_angle(float p_angle); float get_secondary_limit_angle() const; void set_secondary_damp_threshold(float p_power); float get_secondary_damp_threshold() const; void set_secondary_positive_limit_angle(float p_angle); float get_secondary_positive_limit_angle() const; void set_secondary_positive_damp_threshold(float p_power); float get_secondary_positive_damp_threshold() const; void set_secondary_negative_limit_angle(float p_angle); float get_secondary_negative_limit_angle() const; void set_secondary_negative_damp_threshold(float p_power); float get_secondary_negative_damp_threshold() const; float get_interpolation_remaining() const; bool is_interpolating() const; bool is_target_within_limitation() const; }; VARIANT_ENUM_CAST(LookAtModifier3D::BoneAxis); VARIANT_ENUM_CAST(LookAtModifier3D::OriginFrom); #endif // LOOK_AT_MODIFIER_3D_H