godot/scene/3d/look_at_modifier_3d.h
Silc Lizard (Tokage) Renew 6fc061b4fe Implement LookAtModifier3D
2024-11-12 05:03:35 +09:00

200 lines
7.8 KiB
C++

/**************************************************************************/
/* look_at_modifier_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* 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: */
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/* The above copyright notice and this permission notice shall be */
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/**************************************************************************/
#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