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Fix repeated updates of PathFollow3D Transform

Add optional parameter to specify whether applying rotation to the
PathFollow3D's Transform is necessary, preventing erroneous updates.

(cherry picked from commit be3a1769fee6aab1a05176f41f2a03e095366fab)
Maganty Rushyendra 5 년 전
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76a43c93cd
2개의 변경된 파일40개의 추가작업 그리고 38개의 파일을 삭제
  1. 39 37
      scene/3d/path.cpp
  2. 1 1
      scene/3d/path.h

+ 39 - 37
scene/3d/path.cpp

@@ -93,7 +93,7 @@ Path::Path() {
 
 //////////////
 
-void PathFollow::_update_transform() {
+void PathFollow::_update_transform(bool p_update_xyz_rot) {
 
 	if (!path)
 		return;
@@ -163,45 +163,47 @@ void PathFollow::_update_transform() {
 
 		t.origin = pos;
 
-		Vector3 t_prev = (pos - c->interpolate_baked(offset - delta_offset, cubic)).normalized();
-		Vector3 t_cur = (c->interpolate_baked(offset + delta_offset, cubic) - pos).normalized();
-
-		Vector3 axis = t_prev.cross(t_cur);
-		float dot = t_prev.dot(t_cur);
-		float angle = Math::acos(CLAMP(dot, -1, 1));
-
-		if (likely(!Math::is_zero_approx(angle))) {
-			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 allowed
-			}
+		if (p_update_xyz_rot) { // Only update rotation if some parameter has changed - i.e. not on addition to scene tree
+			Vector3 t_prev = (pos - c->interpolate_baked(offset - delta_offset, cubic)).normalized();
+			Vector3 t_cur = (c->interpolate_baked(offset + delta_offset, cubic) - pos).normalized();
+
+			Vector3 axis = t_prev.cross(t_cur);
+			float dot = t_prev.dot(t_cur);
+			float angle = Math::acos(CLAMP(dot, -1, 1));
+
+			if (likely(!Math::is_zero_approx(angle))) {
+				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 allowed
+				}
 
-			if (likely(!Math::is_zero_approx(axis.length()))) {
-				t.rotate_basis(axis.normalized(), angle);
+				if (likely(!Math::is_zero_approx(axis.length()))) {
+					t.rotate_basis(axis.normalized(), angle);
+				}
 			}
-		}
 
-		// do the additional tilting
-		float tilt_angle = c->interpolate_baked_tilt(offset);
-		Vector3 tilt_axis = t_cur; // not sure what tilt is supposed to do, is this correct??
-
-		if (likely(!Math::is_zero_approx(Math::abs(tilt_angle)))) {
-			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 allowed
-			}
+			// do the additional tilting
+			float tilt_angle = c->interpolate_baked_tilt(offset);
+			Vector3 tilt_axis = t_cur; // not sure what tilt is supposed to do, is this correct??
+
+			if (likely(!Math::is_zero_approx(Math::abs(tilt_angle)))) {
+				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 allowed
+				}
 
-			if (likely(!Math::is_zero_approx(tilt_axis.length()))) {
-				t.rotate_basis(tilt_axis.normalized(), tilt_angle);
+				if (likely(!Math::is_zero_approx(tilt_axis.length()))) {
+					t.rotate_basis(tilt_axis.normalized(), tilt_angle);
+				}
 			}
 		}
 
@@ -223,7 +225,7 @@ void PathFollow::_notification(int p_what) {
 			if (parent) {
 				path = Object::cast_to<Path>(parent);
 				if (path) {
-					_update_transform();
+					_update_transform(false);
 				}
 			}
 

+ 1 - 1
scene/3d/path.h

@@ -77,7 +77,7 @@ private:
 	bool loop;
 	RotationMode rotation_mode;
 
-	void _update_transform();
+	void _update_transform(bool p_update_xyz_rot = true);
 
 protected:
 	virtual void _validate_property(PropertyInfo &property) const;