aim_modifier_3d.cpp 13 KB

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  1. /**************************************************************************/
  2. /* aim_modifier_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "aim_modifier_3d.h"
  31. #include "scene/3d/look_at_modifier_3d.h"
  32. bool AimModifier3D::_set(const StringName &p_path, const Variant &p_value) {
  33. String path = p_path;
  34. if (path.begins_with("settings/")) {
  35. int which = path.get_slicec('/', 1).to_int();
  36. String what = path.get_slicec('/', 2);
  37. ERR_FAIL_INDEX_V(which, (int)settings.size(), false);
  38. if (what == "forward_axis") {
  39. set_forward_axis(which, static_cast<BoneAxis>((int)p_value));
  40. } else if (what == "use_euler") {
  41. set_use_euler(which, p_value);
  42. } else if (what == "primary_rotation_axis") {
  43. set_primary_rotation_axis(which, static_cast<Vector3::Axis>((int)p_value));
  44. } else if (what == "use_secondary_rotation") {
  45. set_use_secondary_rotation(which, p_value);
  46. } else if (what == "relative") {
  47. set_relative(which, p_value);
  48. } else {
  49. return false;
  50. }
  51. }
  52. return true;
  53. }
  54. bool AimModifier3D::_get(const StringName &p_path, Variant &r_ret) const {
  55. String path = p_path;
  56. if (path.begins_with("settings/")) {
  57. int which = path.get_slicec('/', 1).to_int();
  58. String what = path.get_slicec('/', 2);
  59. ERR_FAIL_INDEX_V(which, (int)settings.size(), false);
  60. if (what == "forward_axis") {
  61. r_ret = (int)get_forward_axis(which);
  62. } else if (what == "use_euler") {
  63. r_ret = is_using_euler(which);
  64. } else if (what == "primary_rotation_axis") {
  65. r_ret = (int)get_primary_rotation_axis(which);
  66. } else if (what == "use_secondary_rotation") {
  67. r_ret = is_using_secondary_rotation(which);
  68. } else if (what == "relative") {
  69. r_ret = is_relative(which);
  70. } else {
  71. return false;
  72. }
  73. }
  74. return true;
  75. }
  76. void AimModifier3D::_get_property_list(List<PropertyInfo> *p_list) const {
  77. BoneConstraint3D::get_property_list(p_list);
  78. for (uint32_t i = 0; i < settings.size(); i++) {
  79. String path = "settings/" + itos(i) + "/";
  80. int rotation_usage = is_using_euler(i) ? PROPERTY_USAGE_DEFAULT : PROPERTY_USAGE_NONE;
  81. p_list->push_back(PropertyInfo(Variant::INT, path + "forward_axis", PROPERTY_HINT_ENUM, SkeletonModifier3D::get_hint_bone_axis()));
  82. p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_euler"));
  83. p_list->push_back(PropertyInfo(Variant::INT, path + "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z", rotation_usage));
  84. p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_secondary_rotation", PROPERTY_HINT_NONE, "", rotation_usage));
  85. p_list->push_back(PropertyInfo(Variant::BOOL, path + "relative"));
  86. }
  87. }
  88. PackedStringArray AimModifier3D::get_configuration_warnings() const {
  89. PackedStringArray warnings = BoneConstraint3D::get_configuration_warnings();
  90. for (uint32_t i = 0; i < settings.size(); i++) {
  91. if (is_using_euler(i) && get_axis_from_bone_axis(get_forward_axis(i)) == get_primary_rotation_axis(i)) {
  92. warnings.push_back(vformat(RTR("Forward axis and primary rotation axis must not be parallel in setting %s."), itos(i)));
  93. }
  94. }
  95. return warnings;
  96. }
  97. void AimModifier3D::_validate_setting(int p_index) {
  98. settings[p_index] = memnew(AimModifier3DSetting);
  99. }
  100. void AimModifier3D::set_forward_axis(int p_index, BoneAxis p_axis) {
  101. ERR_FAIL_INDEX(p_index, (int)settings.size());
  102. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  103. setting->forward_axis = p_axis;
  104. update_configuration_warnings();
  105. }
  106. SkeletonModifier3D::BoneAxis AimModifier3D::get_forward_axis(int p_index) const {
  107. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), BONE_AXIS_PLUS_Y);
  108. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  109. return setting->forward_axis;
  110. }
  111. void AimModifier3D::set_use_euler(int p_index, bool p_enabled) {
  112. ERR_FAIL_INDEX(p_index, (int)settings.size());
  113. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  114. setting->use_euler = p_enabled;
  115. notify_property_list_changed();
  116. update_configuration_warnings();
  117. }
  118. bool AimModifier3D::is_using_euler(int p_index) const {
  119. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
  120. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  121. return setting->use_euler;
  122. }
  123. void AimModifier3D::set_primary_rotation_axis(int p_index, Vector3::Axis p_axis) {
  124. ERR_FAIL_INDEX(p_index, (int)settings.size());
  125. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  126. setting->primary_rotation_axis = p_axis;
  127. update_configuration_warnings();
  128. }
  129. Vector3::Axis AimModifier3D::get_primary_rotation_axis(int p_index) const {
  130. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3::AXIS_X);
  131. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  132. return setting->primary_rotation_axis;
  133. }
  134. void AimModifier3D::set_use_secondary_rotation(int p_index, bool p_enabled) {
  135. ERR_FAIL_INDEX(p_index, (int)settings.size());
  136. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  137. setting->use_secondary_rotation = p_enabled;
  138. }
  139. bool AimModifier3D::is_using_secondary_rotation(int p_index) const {
  140. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
  141. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  142. return setting->use_secondary_rotation;
  143. }
  144. void AimModifier3D::set_relative(int p_index, bool p_enabled) {
  145. ERR_FAIL_INDEX(p_index, (int)settings.size());
  146. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  147. setting->relative = p_enabled;
  148. }
  149. bool AimModifier3D::is_relative(int p_index) const {
  150. ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
  151. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  152. return setting->relative;
  153. }
  154. void AimModifier3D::_bind_methods() {
  155. ClassDB::bind_method(D_METHOD("set_forward_axis", "index", "axis"), &AimModifier3D::set_forward_axis);
  156. ClassDB::bind_method(D_METHOD("get_forward_axis", "index"), &AimModifier3D::get_forward_axis);
  157. ClassDB::bind_method(D_METHOD("set_use_euler", "index", "enabled"), &AimModifier3D::set_use_euler);
  158. ClassDB::bind_method(D_METHOD("is_using_euler", "index"), &AimModifier3D::is_using_euler);
  159. ClassDB::bind_method(D_METHOD("set_primary_rotation_axis", "index", "axis"), &AimModifier3D::set_primary_rotation_axis);
  160. ClassDB::bind_method(D_METHOD("get_primary_rotation_axis", "index"), &AimModifier3D::get_primary_rotation_axis);
  161. ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "index", "enabled"), &AimModifier3D::set_use_secondary_rotation);
  162. ClassDB::bind_method(D_METHOD("is_using_secondary_rotation", "index"), &AimModifier3D::is_using_secondary_rotation);
  163. ClassDB::bind_method(D_METHOD("set_relative", "index", "enabled"), &AimModifier3D::set_relative);
  164. ClassDB::bind_method(D_METHOD("is_relative", "index"), &AimModifier3D::is_relative);
  165. ADD_ARRAY_COUNT("Settings", "setting_count", "set_setting_count", "get_setting_count", "settings/");
  166. }
  167. void AimModifier3D::_process_constraint_by_bone(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount) {
  168. if (p_apply_bone == p_reference_bone) {
  169. ERR_PRINT_ONCE_ED(vformat("In setting %s, the reference bone must not be same with the apply bone.", itos(p_index)));
  170. return;
  171. }
  172. Vector3 reference_origin = p_skeleton->get_bone_global_pose(p_reference_bone).origin;
  173. _process_aim(p_index, p_skeleton, p_apply_bone, reference_origin, p_amount);
  174. }
  175. void AimModifier3D::_process_constraint_by_node(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, const NodePath &p_reference_node, float p_amount) {
  176. Node3D *nd = Object::cast_to<Node3D>(get_node_or_null(p_reference_node));
  177. if (!nd) {
  178. return;
  179. }
  180. Vector3 reference_origin = nd->get_global_transform_interpolated().origin - p_skeleton->get_global_transform_interpolated().origin;
  181. _process_aim(p_index, p_skeleton, p_apply_bone, reference_origin, p_amount);
  182. }
  183. void AimModifier3D::_process_aim(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, Vector3 p_target, float p_amount) {
  184. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  185. // Prepare forward_vector and rest.
  186. Transform3D src_bone_rest = setting->relative ? p_skeleton->get_bone_pose(p_apply_bone) : p_skeleton->get_bone_rest(p_apply_bone);
  187. Transform3D bone_rest_space;
  188. int parent_bone = p_skeleton->get_bone_parent(p_apply_bone);
  189. if (parent_bone < 0) {
  190. bone_rest_space.translate_local(src_bone_rest.origin);
  191. } else {
  192. bone_rest_space = p_skeleton->get_bone_global_pose(parent_bone);
  193. bone_rest_space.translate_local(src_bone_rest.origin);
  194. }
  195. Vector3 forward_vector = bone_rest_space.basis.get_rotation_quaternion().xform_inv(p_target - bone_rest_space.origin);
  196. if (forward_vector.is_zero_approx()) {
  197. return;
  198. }
  199. forward_vector.normalize();
  200. // Calculate look at rotation.
  201. Quaternion destination;
  202. if (setting->use_euler) {
  203. Vector3 current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(src_bone_rest.basis, setting->forward_axis).normalized();
  204. Vector2 src_vec2 = LookAtModifier3D::get_projection_vector(src_bone_rest.basis.xform_inv(forward_vector), setting->primary_rotation_axis).normalized();
  205. Vector2 dst_vec2 = LookAtModifier3D::get_projection_vector(src_bone_rest.basis.xform_inv(current_vector), setting->primary_rotation_axis).normalized();
  206. real_t calculated_angle = src_vec2.angle_to(dst_vec2);
  207. Transform3D primary_result = src_bone_rest.rotated_local(get_vector_from_axis(setting->primary_rotation_axis), calculated_angle);
  208. Transform3D current_result = primary_result;
  209. if (setting->use_secondary_rotation) {
  210. Vector3::Axis secondary_rotation_axis = LookAtModifier3D::get_secondary_rotation_axis(setting->forward_axis, setting->primary_rotation_axis);
  211. current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(primary_result.basis, setting->forward_axis).normalized();
  212. src_vec2 = LookAtModifier3D::get_projection_vector(primary_result.basis.xform_inv(forward_vector), secondary_rotation_axis).normalized();
  213. dst_vec2 = LookAtModifier3D::get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis).normalized();
  214. calculated_angle = src_vec2.angle_to(dst_vec2);
  215. current_result = primary_result.rotated_local(get_vector_from_axis(secondary_rotation_axis), calculated_angle);
  216. }
  217. destination = current_result.basis.get_rotation_quaternion();
  218. } else {
  219. Vector3 current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(src_bone_rest.basis, setting->forward_axis).normalized();
  220. destination = Quaternion(current_vector, forward_vector) * src_bone_rest.basis.get_rotation_quaternion();
  221. }
  222. p_skeleton->set_bone_pose_rotation(p_apply_bone, p_skeleton->get_bone_pose_rotation(p_apply_bone).slerp(destination, p_amount));
  223. }
  224. AimModifier3D::~AimModifier3D() {
  225. clear_settings();
  226. }