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200 lines
7.8 KiB
C++
200 lines
7.8 KiB
C++
/**************************************************************************/
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/* look_at_modifier_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef LOOK_AT_MODIFIER_3D_H
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#define LOOK_AT_MODIFIER_3D_H
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#include "scene/3d/skeleton_modifier_3d.h"
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#include "scene/animation/tween.h"
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class LookAtModifier3D : public SkeletonModifier3D {
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GDCLASS(LookAtModifier3D, SkeletonModifier3D);
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public:
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enum BoneAxis {
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BONE_AXIS_PLUS_X,
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BONE_AXIS_MINUS_X,
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BONE_AXIS_PLUS_Y,
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BONE_AXIS_MINUS_Y,
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BONE_AXIS_PLUS_Z,
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BONE_AXIS_MINUS_Z,
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};
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enum OriginFrom {
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ORIGIN_FROM_SELF,
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ORIGIN_FROM_SPECIFIC_BONE,
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ORIGIN_FROM_EXTERNAL_NODE,
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};
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private:
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int bone = 0;
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Vector3 forward_vector;
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Vector3 forward_vector_nrm;
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BoneAxis forward_axis = BONE_AXIS_PLUS_Z;
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Vector3::Axis primary_rotation_axis = Vector3::AXIS_Y;
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Vector3::Axis secondary_rotation_axis = Vector3::AXIS_X;
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bool use_secondary_rotation = true;
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OriginFrom origin_from = ORIGIN_FROM_SELF;
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int origin_bone = -1;
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NodePath origin_external_node;
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Vector3 origin_offset;
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float origin_safe_margin = 0.1;
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NodePath target_node;
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float duration = 0;
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Tween::TransitionType transition_type = Tween::TRANS_LINEAR;
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Tween::EaseType ease_type = Tween::EASE_IN;
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bool use_angle_limitation = false;
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bool symmetry_limitation = true;
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float primary_limit_angle = Math_TAU;
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float primary_damp_threshold = 1.0f;
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float primary_positive_limit_angle = Math_PI;
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float primary_positive_damp_threshold = 1.0f;
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float primary_negative_limit_angle = Math_PI;
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float primary_negative_damp_threshold = 1.0f;
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float secondary_limit_angle = Math_TAU;
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float secondary_damp_threshold = 1.0f;
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float secondary_positive_limit_angle = Math_PI;
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float secondary_positive_damp_threshold = 1.0f;
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float secondary_negative_limit_angle = Math_PI;
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float secondary_negative_damp_threshold = 1.0f;
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bool is_within_limitations = false;
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// For time-based interpolation.
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Quaternion from_q;
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Quaternion prev_q;
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float remaining = 0;
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float time_step = 1.0;
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Vector3 get_basis_vector_from_bone_axis(const Basis &p_basis, BoneAxis p_axis) const;
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Vector3 get_vector_from_bone_axis(const BoneAxis &p_axis) const;
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Vector3 get_vector_from_axis(const Vector3::Axis &p_axis) const;
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Vector3::Axis get_axis_from_bone_axis(BoneAxis p_axis) const;
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Vector2 get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) const;
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float remap_damped(float p_from, float p_to, float p_damp_threshold, float p_value) const;
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double get_bspline_y(const Vector2 &p_from, const Vector2 &p_control, const Vector2 &p_to, double p_x) const;
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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;
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Transform3D look_at_with_axes(const Transform3D &p_rest);
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void init_transition();
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protected:
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virtual PackedStringArray get_configuration_warnings() const override;
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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virtual void _process_modification() override;
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public:
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void set_bone(int p_bone);
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int get_bone() const;
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void set_forward_axis(BoneAxis p_axis);
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BoneAxis get_forward_axis() const;
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void set_primary_rotation_axis(Vector3::Axis p_axis);
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Vector3::Axis get_primary_rotation_axis() const;
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void set_use_secondary_rotation(bool p_enabled);
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bool is_using_secondary_rotation() const;
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void set_origin_from(OriginFrom p_origin_from);
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OriginFrom get_origin_from() const;
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void set_origin_bone(int p_bone);
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int get_origin_bone() const;
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void set_origin_external_node(const NodePath &p_external_node);
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NodePath get_origin_external_node() const;
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void set_origin_offset(const Vector3 &p_offset);
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Vector3 get_origin_offset() const;
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void set_origin_safe_margin(float p_margin);
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float get_origin_safe_margin() const;
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void set_target_node(const NodePath &p_target_node);
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NodePath get_target_node() const;
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void set_duration(float p_duration);
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float get_duration() const;
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void set_transition_type(Tween::TransitionType p_transition_type);
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Tween::TransitionType get_transition_type() const;
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void set_ease_type(Tween::EaseType p_ease_type);
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Tween::EaseType get_ease_type() const;
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void set_use_angle_limitation(bool p_enabled);
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bool is_using_angle_limitation() const;
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void set_symmetry_limitation(bool p_enabled);
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bool is_limitation_symmetry() const;
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void set_primary_limit_angle(float p_angle);
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float get_primary_limit_angle() const;
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void set_primary_damp_threshold(float p_power);
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float get_primary_damp_threshold() const;
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void set_primary_positive_limit_angle(float p_angle);
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float get_primary_positive_limit_angle() const;
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void set_primary_positive_damp_threshold(float p_power);
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float get_primary_positive_damp_threshold() const;
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void set_primary_negative_limit_angle(float p_angle);
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float get_primary_negative_limit_angle() const;
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void set_primary_negative_damp_threshold(float p_power);
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float get_primary_negative_damp_threshold() const;
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void set_secondary_limit_angle(float p_angle);
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float get_secondary_limit_angle() const;
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void set_secondary_damp_threshold(float p_power);
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float get_secondary_damp_threshold() const;
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void set_secondary_positive_limit_angle(float p_angle);
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float get_secondary_positive_limit_angle() const;
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void set_secondary_positive_damp_threshold(float p_power);
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float get_secondary_positive_damp_threshold() const;
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void set_secondary_negative_limit_angle(float p_angle);
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float get_secondary_negative_limit_angle() const;
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void set_secondary_negative_damp_threshold(float p_power);
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float get_secondary_negative_damp_threshold() const;
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float get_interpolation_remaining() const;
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bool is_interpolating() const;
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bool is_target_within_limitation() const;
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};
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VARIANT_ENUM_CAST(LookAtModifier3D::BoneAxis);
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VARIANT_ENUM_CAST(LookAtModifier3D::OriginFrom);
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#endif // LOOK_AT_MODIFIER_3D_H
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