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Happy new year to the wonderful Godot community!
268 lines
11 KiB
C++
268 lines
11 KiB
C++
/*************************************************************************/
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/* skeleton_modification_3d_lookat.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "scene/resources/skeleton_modification_3d_lookat.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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bool SkeletonModification3DLookAt::_set(const StringName &p_path, const Variant &p_value) {
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if (p_path == "lock_rotation_to_plane") {
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set_lock_rotation_to_plane(p_value);
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} else if (p_path == "lock_rotation_plane") {
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set_lock_rotation_plane(p_value);
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} else if (p_path == "additional_rotation") {
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Vector3 tmp = p_value;
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tmp.x = Math::deg2rad(tmp.x);
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tmp.y = Math::deg2rad(tmp.y);
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tmp.z = Math::deg2rad(tmp.z);
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set_additional_rotation(tmp);
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}
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return true;
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}
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bool SkeletonModification3DLookAt::_get(const StringName &p_path, Variant &r_ret) const {
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if (p_path == "lock_rotation_to_plane") {
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r_ret = get_lock_rotation_to_plane();
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} else if (p_path == "lock_rotation_plane") {
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r_ret = get_lock_rotation_plane();
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} else if (p_path == "additional_rotation") {
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Vector3 tmp = get_additional_rotation();
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tmp.x = Math::rad2deg(tmp.x);
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tmp.y = Math::rad2deg(tmp.y);
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tmp.z = Math::rad2deg(tmp.z);
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r_ret = tmp;
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}
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return true;
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}
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void SkeletonModification3DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::BOOL, "lock_rotation_to_plane", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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if (lock_rotation_to_plane) {
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p_list->push_back(PropertyInfo(Variant::INT, "lock_rotation_plane", PROPERTY_HINT_ENUM, "X plane, Y plane, Z plane", PROPERTY_USAGE_DEFAULT));
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}
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p_list->push_back(PropertyInfo(Variant::VECTOR3, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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}
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void SkeletonModification3DLookAt::_execute(real_t p_delta) {
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ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
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"Modification is not setup and therefore cannot execute!");
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if (!enabled) {
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return;
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}
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if (target_node_cache.is_null()) {
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_print_execution_error(true, "Target cache is out of date. Attempting to update...");
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update_cache();
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return;
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}
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if (bone_idx <= -2) {
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bone_idx = stack->skeleton->find_bone(bone_name);
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}
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Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
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if (_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
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return;
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}
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if (_print_execution_error(bone_idx <= -1, "Bone index is invalid. Cannot execute modification!")) {
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return;
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}
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Transform3D new_bone_trans = stack->skeleton->get_bone_local_pose_override(bone_idx);
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if (new_bone_trans == Transform3D()) {
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new_bone_trans = stack->skeleton->get_bone_pose(bone_idx);
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}
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Vector3 target_pos = stack->skeleton->global_pose_to_local_pose(bone_idx, stack->skeleton->world_transform_to_global_pose(target->get_global_transform())).origin;
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// Lock the rotation to a plane relative to the bone by changing the target position
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if (lock_rotation_to_plane) {
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if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_X) {
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target_pos.x = new_bone_trans.origin.x;
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} else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Y) {
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target_pos.y = new_bone_trans.origin.y;
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} else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Z) {
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target_pos.z = new_bone_trans.origin.z;
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}
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}
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// Look at the target!
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new_bone_trans = new_bone_trans.looking_at(target_pos, Vector3(0, 1, 0));
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// Convert from Z-forward to whatever direction the bone faces.
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stack->skeleton->update_bone_rest_forward_vector(bone_idx);
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new_bone_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(bone_idx, new_bone_trans.basis);
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// Apply additional rotation
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new_bone_trans.basis.rotate_local(Vector3(1, 0, 0), additional_rotation.x);
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new_bone_trans.basis.rotate_local(Vector3(0, 1, 0), additional_rotation.y);
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new_bone_trans.basis.rotate_local(Vector3(0, 0, 1), additional_rotation.z);
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stack->skeleton->set_bone_local_pose_override(bone_idx, new_bone_trans, stack->strength, true);
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stack->skeleton->force_update_bone_children_transforms(bone_idx);
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// If we completed it successfully, then we can set execution_error_found to false
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execution_error_found = false;
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}
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void SkeletonModification3DLookAt::_setup_modification(SkeletonModificationStack3D *p_stack) {
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stack = p_stack;
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if (stack != nullptr) {
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is_setup = true;
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execution_error_found = false;
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update_cache();
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}
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}
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void SkeletonModification3DLookAt::set_bone_name(String p_name) {
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bone_name = p_name;
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if (stack) {
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if (stack->skeleton) {
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bone_idx = stack->skeleton->find_bone(bone_name);
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}
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}
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execution_error_found = false;
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notify_property_list_changed();
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}
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String SkeletonModification3DLookAt::get_bone_name() const {
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return bone_name;
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}
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int SkeletonModification3DLookAt::get_bone_index() const {
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return bone_idx;
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}
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void SkeletonModification3DLookAt::set_bone_index(int p_bone_idx) {
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ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
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bone_idx = p_bone_idx;
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if (stack) {
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if (stack->skeleton) {
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bone_name = stack->skeleton->get_bone_name(p_bone_idx);
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}
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}
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execution_error_found = false;
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notify_property_list_changed();
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}
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void SkeletonModification3DLookAt::update_cache() {
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if (!is_setup || !stack) {
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_print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
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return;
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}
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target_node_cache = ObjectID();
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if (stack->skeleton) {
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if (stack->skeleton->is_inside_tree()) {
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if (stack->skeleton->has_node(target_node)) {
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Node *node = stack->skeleton->get_node(target_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update target cache: Node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update target cache: Node is not in the scene tree!");
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target_node_cache = node->get_instance_id();
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execution_error_found = false;
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}
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}
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}
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}
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void SkeletonModification3DLookAt::set_target_node(const NodePath &p_target_node) {
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target_node = p_target_node;
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update_cache();
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}
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NodePath SkeletonModification3DLookAt::get_target_node() const {
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return target_node;
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}
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Vector3 SkeletonModification3DLookAt::get_additional_rotation() const {
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return additional_rotation;
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}
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void SkeletonModification3DLookAt::set_additional_rotation(Vector3 p_offset) {
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additional_rotation = p_offset;
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}
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bool SkeletonModification3DLookAt::get_lock_rotation_to_plane() const {
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return lock_rotation_plane;
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}
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void SkeletonModification3DLookAt::set_lock_rotation_to_plane(bool p_lock_rotation) {
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lock_rotation_to_plane = p_lock_rotation;
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notify_property_list_changed();
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}
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int SkeletonModification3DLookAt::get_lock_rotation_plane() const {
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return lock_rotation_plane;
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}
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void SkeletonModification3DLookAt::set_lock_rotation_plane(int p_plane) {
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lock_rotation_plane = p_plane;
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}
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void SkeletonModification3DLookAt::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bone_name", "name"), &SkeletonModification3DLookAt::set_bone_name);
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ClassDB::bind_method(D_METHOD("get_bone_name"), &SkeletonModification3DLookAt::get_bone_name);
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ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification3DLookAt::set_bone_index);
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ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification3DLookAt::get_bone_index);
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ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DLookAt::set_target_node);
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ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DLookAt::get_target_node);
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ClassDB::bind_method(D_METHOD("set_additional_rotation", "additional_rotation"), &SkeletonModification3DLookAt::set_additional_rotation);
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ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification3DLookAt::get_additional_rotation);
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ClassDB::bind_method(D_METHOD("set_lock_rotation_to_plane", "lock_to_plane"), &SkeletonModification3DLookAt::set_lock_rotation_to_plane);
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ClassDB::bind_method(D_METHOD("get_lock_rotation_to_plane"), &SkeletonModification3DLookAt::get_lock_rotation_to_plane);
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ClassDB::bind_method(D_METHOD("set_lock_rotation_plane", "plane"), &SkeletonModification3DLookAt::set_lock_rotation_plane);
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ClassDB::bind_method(D_METHOD("get_lock_rotation_plane"), &SkeletonModification3DLookAt::get_lock_rotation_plane);
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
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}
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SkeletonModification3DLookAt::SkeletonModification3DLookAt() {
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stack = nullptr;
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is_setup = false;
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bone_name = "";
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bone_idx = -2;
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additional_rotation = Vector3();
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lock_rotation_to_plane = false;
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enabled = true;
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}
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SkeletonModification3DLookAt::~SkeletonModification3DLookAt() {
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}
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