godot/scene/3d/path.cpp
Ferenc Arn a1c8896d9d Fix PathFollow rotations.
Used parallel transport to move the object along the curve. Also introduced a few more math checks useful for debugging.
2017-05-31 13:58:31 -05:00

384 lines
11 KiB
C++

/*************************************************************************/
/* path.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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.*/
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "path.h"
#include "scene/scene_string_names.h"
void Path::_notification(int p_what) {
#if 0
if (p_what==NOTIFICATION_DRAW && curve.is_valid() && is_inside_scene() && get_scene()->is_editor_hint()) {
//draw the curve!!
for(int i=0;i<curve->get_point_count();i++) {
Vector2 prev_p=curve->get_point_pos(i);
for(int j=1;j<=8;j++) {
real_t frac = j/8.0;
Vector2 p = curve->interpolate(i,frac);
draw_line(prev_p,p,Color(0.5,0.6,1.0,0.7),2);
prev_p=p;
}
}
}
#endif
}
void Path::_curve_changed() {
if (is_inside_tree() && get_tree()->is_editor_hint())
update_gizmo();
}
void Path::set_curve(const Ref<Curve3D> &p_curve) {
if (curve.is_valid()) {
curve->disconnect("changed", this, "_curve_changed");
}
curve = p_curve;
if (curve.is_valid()) {
curve->connect("changed", this, "_curve_changed");
}
_curve_changed();
}
Ref<Curve3D> Path::get_curve() const {
return curve;
}
void Path::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_curve", "curve:Curve3D"), &Path::set_curve);
ClassDB::bind_method(D_METHOD("get_curve:Curve3D", "curve"), &Path::get_curve);
ClassDB::bind_method(D_METHOD("_curve_changed"), &Path::_curve_changed);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D"), "set_curve", "get_curve");
}
Path::Path() {
set_curve(Ref<Curve3D>(memnew(Curve3D))); //create one by default
}
//////////////
void PathFollow::_update_transform() {
if (!path)
return;
Ref<Curve3D> c = path->get_curve();
if (!c.is_valid())
return;
float o = offset;
if (loop)
o = Math::fposmod(o, c->get_baked_length());
Vector3 pos = c->interpolate_baked(o, cubic);
Transform t = get_transform();
t.origin = pos;
Vector3 pos_offset = Vector3(h_offset, v_offset, 0);
if (rotation_mode != ROTATION_NONE) {
// perform parallel transport
//
// see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example
// for a discussion about why not Frenet frame.
Vector3 t_prev = pos - c->interpolate_baked(o - lookahead, cubic);
Vector3 t_cur = c->interpolate_baked(o + lookahead, cubic) - pos;
Vector3 axis = t_prev.cross(t_cur);
float dot = t_prev.normalized().dot(t_cur.normalized());
float angle = Math::acos(CLAMP(dot, -1, 1));
if (axis.length() > CMP_EPSILON && angle > CMP_EPSILON) {
if (rotation_mode == ROTATION_Y) {
// assuming we're referring to global Y-axis. is this correct?
axis.x = 0;
axis.z = 0;
} else if (rotation_mode == ROTATION_XY) {
axis.z = 0;
} else if (rotation_mode == ROTATION_XYZ) {
// all components are OK
}
t.rotate_basis(axis.normalized(), angle);
}
// do the additional tilting
float tilt_angle = c->interpolate_baked_tilt(o);
Vector3 tilt_axis = t_cur; // is this correct??
if (tilt_axis.length() > CMP_EPSILON && tilt_angle > CMP_EPSILON) {
if (rotation_mode == ROTATION_Y) {
tilt_axis.x = 0;
tilt_axis.z = 0;
} else if (rotation_mode == ROTATION_XY) {
tilt_axis.z = 0;
} else if (rotation_mode == ROTATION_XYZ) {
// all components are OK
}
t.rotate_basis(tilt_axis.normalized(), tilt_angle);
}
t.translate(pos_offset);
} else {
t.origin += pos_offset;
}
set_transform(t);
}
void PathFollow::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Node *parent = get_parent();
if (parent) {
path = parent->cast_to<Path>();
if (path) {
_update_transform();
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
path = NULL;
} break;
}
}
void PathFollow::set_cubic_interpolation(bool p_enable) {
cubic = p_enable;
}
bool PathFollow::get_cubic_interpolation() const {
return cubic;
}
bool PathFollow::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == SceneStringNames::get_singleton()->offset) {
set_offset(p_value);
} else if (p_name == SceneStringNames::get_singleton()->unit_offset) {
set_unit_offset(p_value);
} else if (p_name == SceneStringNames::get_singleton()->rotation_mode) {
set_rotation_mode(RotationMode(p_value.operator int()));
} else if (p_name == SceneStringNames::get_singleton()->v_offset) {
set_v_offset(p_value);
} else if (p_name == SceneStringNames::get_singleton()->h_offset) {
set_h_offset(p_value);
} else if (String(p_name) == "cubic_interp") {
set_cubic_interpolation(p_value);
} else if (String(p_name) == "loop") {
set_loop(p_value);
} else if (String(p_name) == "lookahead") {
set_lookahead(p_value);
} else
return false;
return true;
}
bool PathFollow::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == SceneStringNames::get_singleton()->offset) {
r_ret = get_offset();
} else if (p_name == SceneStringNames::get_singleton()->unit_offset) {
r_ret = get_unit_offset();
} else if (p_name == SceneStringNames::get_singleton()->rotation_mode) {
r_ret = get_rotation_mode();
} else if (p_name == SceneStringNames::get_singleton()->v_offset) {
r_ret = get_v_offset();
} else if (p_name == SceneStringNames::get_singleton()->h_offset) {
r_ret = get_h_offset();
} else if (String(p_name) == "cubic_interp") {
r_ret = cubic;
} else if (String(p_name) == "loop") {
r_ret = loop;
} else if (String(p_name) == "lookahead") {
r_ret = lookahead;
} else
return false;
return true;
}
void PathFollow::_get_property_list(List<PropertyInfo> *p_list) const {
float max = 10000;
if (path && path->get_curve().is_valid())
max = path->get_curve()->get_baked_length();
p_list->push_back(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0," + rtos(max) + ",0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::REAL, "h_offset"));
p_list->push_back(PropertyInfo(Variant::REAL, "v_offset"));
p_list->push_back(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ"));
p_list->push_back(PropertyInfo(Variant::BOOL, "cubic_interp"));
p_list->push_back(PropertyInfo(Variant::BOOL, "loop"));
p_list->push_back(PropertyInfo(Variant::REAL, "lookahead", PROPERTY_HINT_RANGE, "0.001,1024.0,0.001"));
}
void PathFollow::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &PathFollow::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &PathFollow::get_offset);
ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &PathFollow::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &PathFollow::get_h_offset);
ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &PathFollow::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &PathFollow::get_v_offset);
ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &PathFollow::set_unit_offset);
ClassDB::bind_method(D_METHOD("get_unit_offset"), &PathFollow::get_unit_offset);
ClassDB::bind_method(D_METHOD("set_rotation_mode", "rotation_mode"), &PathFollow::set_rotation_mode);
ClassDB::bind_method(D_METHOD("get_rotation_mode"), &PathFollow::get_rotation_mode);
ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enable"), &PathFollow::set_cubic_interpolation);
ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &PathFollow::get_cubic_interpolation);
ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow::set_loop);
ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow::has_loop);
BIND_CONSTANT(ROTATION_NONE);
BIND_CONSTANT(ROTATION_Y);
BIND_CONSTANT(ROTATION_XY);
BIND_CONSTANT(ROTATION_XYZ);
}
void PathFollow::set_offset(float p_offset) {
offset = p_offset;
if (path)
_update_transform();
_change_notify("offset");
_change_notify("unit_offset");
}
void PathFollow::set_h_offset(float p_h_offset) {
h_offset = p_h_offset;
if (path)
_update_transform();
}
float PathFollow::get_h_offset() const {
return h_offset;
}
void PathFollow::set_v_offset(float p_v_offset) {
v_offset = p_v_offset;
if (path)
_update_transform();
}
float PathFollow::get_v_offset() const {
return v_offset;
}
float PathFollow::get_offset() const {
return offset;
}
void PathFollow::set_unit_offset(float p_unit_offset) {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length())
set_offset(p_unit_offset * path->get_curve()->get_baked_length());
}
float PathFollow::get_unit_offset() const {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length())
return get_offset() / path->get_curve()->get_baked_length();
else
return 0;
}
void PathFollow::set_lookahead(float p_lookahead) {
lookahead = p_lookahead;
}
float PathFollow::get_lookahead() const {
return lookahead;
}
void PathFollow::set_rotation_mode(RotationMode p_rotation_mode) {
rotation_mode = p_rotation_mode;
_update_transform();
}
PathFollow::RotationMode PathFollow::get_rotation_mode() const {
return rotation_mode;
}
void PathFollow::set_loop(bool p_loop) {
loop = p_loop;
}
bool PathFollow::has_loop() const {
return loop;
}
PathFollow::PathFollow() {
offset = 0;
h_offset = 0;
v_offset = 0;
path = NULL;
rotation_mode = ROTATION_XYZ;
cubic = true;
loop = true;
lookahead = 0.1;
}