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- /**************************************************************************/
- /* skeleton_modifier_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* 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: */
- /* */
- /* 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. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "skeleton_modifier_3d.h"
- PackedStringArray SkeletonModifier3D::get_configuration_warnings() const {
- PackedStringArray warnings = Node3D::get_configuration_warnings();
- if (skeleton_id.is_null()) {
- warnings.push_back(RTR("Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D."));
- }
- return warnings;
- }
- /* Skeleton3D */
- Skeleton3D *SkeletonModifier3D::get_skeleton() const {
- return ObjectDB::get_instance<Skeleton3D>(skeleton_id);
- }
- void SkeletonModifier3D::_update_skeleton_path() {
- skeleton_id = ObjectID();
- // Make sure parent is a Skeleton3D.
- Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
- if (sk) {
- skeleton_id = sk->get_instance_id();
- }
- }
- void SkeletonModifier3D::_update_skeleton() {
- if (!is_inside_tree()) {
- return;
- }
- Skeleton3D *old_sk = get_skeleton();
- _update_skeleton_path();
- Skeleton3D *new_sk = get_skeleton();
- if (old_sk != new_sk) {
- _skeleton_changed(old_sk, new_sk);
- }
- if (new_sk) {
- _validate_bone_names();
- }
- update_configuration_warnings();
- }
- void SkeletonModifier3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) {
- GDVIRTUAL_CALL(_skeleton_changed, p_old, p_new);
- }
- void SkeletonModifier3D::_validate_bone_names() {
- GDVIRTUAL_CALL(_validate_bone_names);
- }
- void SkeletonModifier3D::_force_update_skeleton_skin() {
- if (!is_inside_tree()) {
- return;
- }
- Skeleton3D *skeleton = get_skeleton();
- if (!skeleton) {
- return;
- }
- skeleton->force_update_deferred();
- }
- /* Process */
- void SkeletonModifier3D::set_active(bool p_active) {
- if (active == p_active) {
- return;
- }
- active = p_active;
- _set_active(active);
- _force_update_skeleton_skin();
- }
- bool SkeletonModifier3D::is_active() const {
- return active;
- }
- void SkeletonModifier3D::_set_active(bool p_active) {
- //
- }
- void SkeletonModifier3D::set_influence(real_t p_influence) {
- influence = p_influence;
- }
- real_t SkeletonModifier3D::get_influence() const {
- return influence;
- }
- void SkeletonModifier3D::process_modification(double p_delta) {
- if (!is_inside_tree() || !active) {
- return;
- }
- _process_modification(p_delta);
- emit_signal(SNAME("modification_processed"));
- }
- void SkeletonModifier3D::_process_modification(double p_delta) {
- if (GDVIRTUAL_CALL(_process_modification_with_delta, p_delta)) {
- return;
- }
- #ifndef DISABLE_DEPRECATED
- if (GDVIRTUAL_CALL(_process_modification)) {
- return;
- }
- #endif // DISABLE_DEPRECATED
- }
- void SkeletonModifier3D::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE:
- case NOTIFICATION_PARENTED: {
- _update_skeleton();
- } break;
- case NOTIFICATION_EXIT_TREE:
- case NOTIFICATION_UNPARENTED: {
- _force_update_skeleton_skin();
- } break;
- }
- }
- void SkeletonModifier3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModifier3D::get_skeleton);
- ClassDB::bind_method(D_METHOD("set_active", "active"), &SkeletonModifier3D::set_active);
- ClassDB::bind_method(D_METHOD("is_active"), &SkeletonModifier3D::is_active);
- ClassDB::bind_method(D_METHOD("set_influence", "influence"), &SkeletonModifier3D::set_influence);
- ClassDB::bind_method(D_METHOD("get_influence"), &SkeletonModifier3D::get_influence);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence");
- ADD_SIGNAL(MethodInfo("modification_processed"));
- GDVIRTUAL_BIND(_process_modification_with_delta, "delta");
- #ifndef DISABLE_DEPRECATED
- GDVIRTUAL_BIND(_process_modification);
- #endif
- GDVIRTUAL_BIND(_skeleton_changed, "old_skeleton", "new_skeleton");
- GDVIRTUAL_BIND(_validate_bone_names);
- BIND_ENUM_CONSTANT(BONE_AXIS_PLUS_X);
- BIND_ENUM_CONSTANT(BONE_AXIS_MINUS_X);
- BIND_ENUM_CONSTANT(BONE_AXIS_PLUS_Y);
- BIND_ENUM_CONSTANT(BONE_AXIS_MINUS_Y);
- BIND_ENUM_CONSTANT(BONE_AXIS_PLUS_Z);
- BIND_ENUM_CONSTANT(BONE_AXIS_MINUS_Z);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_PLUS_X);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_MINUS_X);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_PLUS_Y);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_MINUS_Y);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_PLUS_Z);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_MINUS_Z);
- BIND_ENUM_CONSTANT(BONE_DIRECTION_FROM_PARENT);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_NONE);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_PLUS_X);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_MINUS_X);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_PLUS_Y);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_MINUS_Y);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_PLUS_Z);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_MINUS_Z);
- BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_CUSTOM);
- BIND_ENUM_CONSTANT(ROTATION_AXIS_X);
- BIND_ENUM_CONSTANT(ROTATION_AXIS_Y);
- BIND_ENUM_CONSTANT(ROTATION_AXIS_Z);
- BIND_ENUM_CONSTANT(ROTATION_AXIS_ALL);
- BIND_ENUM_CONSTANT(ROTATION_AXIS_CUSTOM);
- }
- Vector3 SkeletonModifier3D::get_vector_from_bone_axis(BoneAxis p_axis) {
- Vector3 ret;
- switch (p_axis) {
- case BONE_AXIS_PLUS_X: {
- ret = Vector3(1, 0, 0);
- } break;
- case BONE_AXIS_MINUS_X: {
- ret = Vector3(-1, 0, 0);
- } break;
- case BONE_AXIS_PLUS_Y: {
- ret = Vector3(0, 1, 0);
- } break;
- case BONE_AXIS_MINUS_Y: {
- ret = Vector3(0, -1, 0);
- } break;
- case BONE_AXIS_PLUS_Z: {
- ret = Vector3(0, 0, 1);
- } break;
- case BONE_AXIS_MINUS_Z: {
- ret = Vector3(0, 0, -1);
- } break;
- }
- return ret;
- }
- Vector3 SkeletonModifier3D::get_vector_from_axis(Vector3::Axis p_axis) {
- Vector3 ret;
- switch (p_axis) {
- case Vector3::AXIS_X: {
- ret = Vector3(1, 0, 0);
- } break;
- case Vector3::AXIS_Y: {
- ret = Vector3(0, 1, 0);
- } break;
- case Vector3::AXIS_Z: {
- ret = Vector3(0, 0, 1);
- } break;
- }
- return ret;
- }
- Vector3::Axis SkeletonModifier3D::get_axis_from_bone_axis(BoneAxis p_axis) {
- Vector3::Axis ret = Vector3::AXIS_X;
- switch (p_axis) {
- case BONE_AXIS_PLUS_X:
- case BONE_AXIS_MINUS_X: {
- ret = Vector3::AXIS_X;
- } break;
- case BONE_AXIS_PLUS_Y:
- case BONE_AXIS_MINUS_Y: {
- ret = Vector3::AXIS_Y;
- } break;
- case BONE_AXIS_PLUS_Z:
- case BONE_AXIS_MINUS_Z: {
- ret = Vector3::AXIS_Z;
- } break;
- }
- return ret;
- }
- Vector3 SkeletonModifier3D::limit_length(const Vector3 &p_origin, const Vector3 &p_destination, float p_length) {
- return p_origin + (p_destination - p_origin).normalized() * p_length;
- }
- Quaternion SkeletonModifier3D::get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation) {
- int parent = p_skeleton->get_bone_parent(p_bone);
- if (parent < 0) {
- return p_global_pose_rotation;
- }
- return (p_skeleton->get_bone_global_pose(parent).basis.get_rotation_quaternion().inverse() * p_global_pose_rotation).normalized();
- }
- Quaternion SkeletonModifier3D::get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot) {
- if (Math::is_equal_approx((float)p_from.dot(p_to), -1.0f)) {
- return p_prev_rot; // For preventing to glitch, checking dot for detecting flip is more accurate than checking cross.
- }
- Vector3 axis = p_from.cross(p_to);
- if (axis.is_zero_approx()) {
- return p_prev_rot;
- }
- float angle = p_from.angle_to(p_to);
- if (Math::is_zero_approx(angle)) {
- angle = 0.0;
- }
- return Quaternion(axis.normalized(), angle);
- }
- Quaternion SkeletonModifier3D::get_from_to_rotation_by_axis(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_axis) {
- const double ALMOST_ONE = 1.0 - CMP_EPSILON;
- double dot = p_from.dot(p_to);
- if (dot > ALMOST_ONE) {
- return Quaternion();
- }
- if (dot < -ALMOST_ONE) {
- return Quaternion(p_axis, Math::PI);
- }
- double angle = p_from.angle_to(p_to);
- Vector3 cross = p_from.cross(p_to);
- if (std::signbit(cross.dot(p_axis))) {
- angle = -angle;
- }
- return Quaternion(p_axis, angle);
- }
- Quaternion SkeletonModifier3D::get_swing(const Quaternion &p_rotation, const Vector3 &p_axis) {
- if (p_axis.is_zero_approx()) {
- return p_rotation;
- }
- Quaternion rot = p_rotation;
- if (!rot.is_normalized()) {
- rot.normalize();
- }
- Vector3 axis = p_axis.normalized();
- const Vector3 v(rot.x, rot.y, rot.z);
- const real_t proj_len = v.dot(axis);
- const Vector3 twist_vec = axis * proj_len;
- Quaternion twist(twist_vec.x, twist_vec.y, twist_vec.z, rot.w);
- if (!twist.is_normalized()) {
- if (Math::is_zero_approx(twist.length_squared())) {
- return rot;
- }
- twist.normalize();
- }
- Quaternion swing = rot * twist.inverse();
- swing.normalize();
- return swing;
- }
- Vector3 SkeletonModifier3D::snap_vector_to_plane(const Vector3 &p_plane_normal, const Vector3 &p_vector) {
- if (Math::is_zero_approx(p_plane_normal.length_squared())) {
- return p_vector;
- }
- double length = p_vector.length();
- Vector3 normalized_vec = p_vector.normalized();
- Vector3 normal = p_plane_normal.normalized();
- return normalized_vec.slide(normal) * length;
- }
- double SkeletonModifier3D::symmetrize_angle(double p_angle) {
- double angle = Math::fposmod(p_angle, Math::TAU);
- return angle > Math::PI ? angle - Math::TAU : angle;
- }
- double SkeletonModifier3D::get_roll_angle(const Quaternion &p_rotation, const Vector3 &p_roll_axis) {
- // Ensure roll axis is normalized.
- Vector3 roll_axis = p_roll_axis.normalized();
- // Project the quaternion rotation onto the roll axis.
- // This gives us the component of rotation around that axis.
- double dot = p_rotation.x * roll_axis.x +
- p_rotation.y * roll_axis.y +
- p_rotation.z * roll_axis.z;
- // Create a quaternion representing just the roll component.
- Quaternion roll_component;
- roll_component.x = roll_axis.x * dot;
- roll_component.y = roll_axis.y * dot;
- roll_component.z = roll_axis.z * dot;
- roll_component.w = p_rotation.w;
- // Normalize this component.
- double length = roll_component.length();
- if (length > CMP_EPSILON) {
- roll_component = roll_component / length;
- } else {
- return 0.0;
- }
- // Extract the angle.
- double angle = 2.0 * Math::acos(CLAMP(roll_component.w, -1.0, 1.0));
- // Determine the sign.
- double direction = (roll_component.x * roll_axis.x + roll_component.y * roll_axis.y + roll_component.z * roll_axis.z > 0) ? 1.0 : -1.0;
- return symmetrize_angle(angle * direction);
- }
- Vector3 SkeletonModifier3D::get_projected_normal(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_point) {
- // Get nearest normal vector to p_point from the infinite line p_a to p_b.
- const Vector3 dir = p_b - p_a;
- const real_t denom = dir.length_squared();
- if (Math::is_zero_approx(denom)) {
- return Vector3();
- }
- const Vector3 w = p_point - p_a;
- const real_t t = w.dot(dir) / denom;
- const Vector3 h = p_a + dir * t;
- return (p_point - h).normalized();
- }
- SkeletonModifier3D::SkeletonModifier3D() {
- }
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