look_at_modifier_3d.cpp 34 KB

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  1. /**************************************************************************/
  2. /* look_at_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 "look_at_modifier_3d.h"
  31. void LookAtModifier3D::_validate_property(PropertyInfo &p_property) const {
  32. SkeletonModifier3D::_validate_property(p_property);
  33. if (p_property.name == "bone_name" || p_property.name == "origin_bone_name") {
  34. Skeleton3D *skeleton = get_skeleton();
  35. if (skeleton) {
  36. p_property.hint = PROPERTY_HINT_ENUM;
  37. p_property.hint_string = skeleton->get_concatenated_bone_names();
  38. } else {
  39. p_property.hint = PROPERTY_HINT_NONE;
  40. p_property.hint_string = "";
  41. }
  42. }
  43. if (origin_from == ORIGIN_FROM_SPECIFIC_BONE) {
  44. if (p_property.name == "origin_external_node") {
  45. p_property.usage = PROPERTY_USAGE_NONE;
  46. }
  47. } else if (origin_from == ORIGIN_FROM_EXTERNAL_NODE) {
  48. if (p_property.name == "origin_bone" || p_property.name == "origin_bone_name") {
  49. p_property.usage = PROPERTY_USAGE_NONE;
  50. }
  51. } else {
  52. if (p_property.name == "origin_external_node" || p_property.name == "origin_bone" || p_property.name == "origin_bone_name") {
  53. p_property.usage = PROPERTY_USAGE_NONE;
  54. }
  55. }
  56. if ((!use_angle_limitation &&
  57. (p_property.name == "symmetry_limitation" || p_property.name.ends_with("limit_angle") || p_property.name.ends_with("damp_threshold"))) ||
  58. (!use_secondary_rotation && p_property.name.begins_with("secondary_")) ||
  59. (!symmetry_limitation && (p_property.name == "primary_limit_angle" || p_property.name == "primary_damp_threshold" || p_property.name == "secondary_limit_angle" || p_property.name == "secondary_damp_threshold")) ||
  60. (symmetry_limitation && (p_property.name.begins_with("primary_positive") || p_property.name.begins_with("primary_negative") || p_property.name.begins_with("secondary_positive") || (p_property.name.begins_with("secondary_negative"))))) {
  61. p_property.usage = PROPERTY_USAGE_NONE;
  62. }
  63. }
  64. PackedStringArray LookAtModifier3D::get_configuration_warnings() const {
  65. PackedStringArray warnings = SkeletonModifier3D::get_configuration_warnings();
  66. if (get_axis_from_bone_axis(forward_axis) == primary_rotation_axis) {
  67. warnings.push_back(RTR("Forward axis and primary rotation axis must not be parallel."));
  68. }
  69. return warnings;
  70. }
  71. void LookAtModifier3D::set_bone_name(const String &p_bone_name) {
  72. bone_name = p_bone_name;
  73. Skeleton3D *sk = get_skeleton();
  74. if (sk) {
  75. set_bone(sk->find_bone(bone_name));
  76. }
  77. }
  78. String LookAtModifier3D::get_bone_name() const {
  79. return bone_name;
  80. }
  81. void LookAtModifier3D::set_bone(int p_bone) {
  82. bone = p_bone;
  83. Skeleton3D *sk = get_skeleton();
  84. if (sk) {
  85. if (bone <= -1 || bone >= sk->get_bone_count()) {
  86. WARN_PRINT("Bone index out of range!");
  87. bone = -1;
  88. } else {
  89. bone_name = sk->get_bone_name(bone);
  90. }
  91. }
  92. }
  93. int LookAtModifier3D::get_bone() const {
  94. return bone;
  95. }
  96. void LookAtModifier3D::set_forward_axis(BoneAxis p_axis) {
  97. forward_axis = p_axis;
  98. update_configuration_warnings();
  99. }
  100. SkeletonModifier3D::BoneAxis LookAtModifier3D::get_forward_axis() const {
  101. return forward_axis;
  102. }
  103. void LookAtModifier3D::set_primary_rotation_axis(Vector3::Axis p_axis) {
  104. primary_rotation_axis = p_axis;
  105. update_configuration_warnings();
  106. }
  107. Vector3::Axis LookAtModifier3D::get_primary_rotation_axis() const {
  108. return primary_rotation_axis;
  109. }
  110. void LookAtModifier3D::set_use_secondary_rotation(bool p_enabled) {
  111. use_secondary_rotation = p_enabled;
  112. notify_property_list_changed();
  113. }
  114. bool LookAtModifier3D::is_using_secondary_rotation() const {
  115. return use_secondary_rotation;
  116. }
  117. void LookAtModifier3D::set_target_node(const NodePath &p_target_node) {
  118. if (target_node != p_target_node) {
  119. init_transition();
  120. }
  121. target_node = p_target_node;
  122. }
  123. NodePath LookAtModifier3D::get_target_node() const {
  124. return target_node;
  125. }
  126. // For origin settings.
  127. void LookAtModifier3D::set_origin_from(OriginFrom p_origin_from) {
  128. origin_from = p_origin_from;
  129. notify_property_list_changed();
  130. }
  131. LookAtModifier3D::OriginFrom LookAtModifier3D::get_origin_from() const {
  132. return origin_from;
  133. }
  134. void LookAtModifier3D::set_origin_bone_name(const String &p_bone_name) {
  135. origin_bone_name = p_bone_name;
  136. Skeleton3D *sk = get_skeleton();
  137. if (sk) {
  138. set_origin_bone(sk->find_bone(origin_bone_name));
  139. }
  140. }
  141. String LookAtModifier3D::get_origin_bone_name() const {
  142. return origin_bone_name;
  143. }
  144. void LookAtModifier3D::set_origin_bone(int p_bone) {
  145. origin_bone = p_bone;
  146. Skeleton3D *sk = get_skeleton();
  147. if (sk) {
  148. if (origin_bone <= -1 || origin_bone >= sk->get_bone_count()) {
  149. WARN_PRINT("Bone index out of range!");
  150. origin_bone = -1;
  151. } else {
  152. origin_bone_name = sk->get_bone_name(origin_bone);
  153. }
  154. }
  155. }
  156. int LookAtModifier3D::get_origin_bone() const {
  157. return origin_bone;
  158. }
  159. void LookAtModifier3D::set_origin_external_node(const NodePath &p_external_node) {
  160. origin_external_node = p_external_node;
  161. }
  162. NodePath LookAtModifier3D::get_origin_external_node() const {
  163. return origin_external_node;
  164. }
  165. void LookAtModifier3D::set_origin_offset(const Vector3 &p_offset) {
  166. origin_offset = p_offset;
  167. }
  168. Vector3 LookAtModifier3D::get_origin_offset() const {
  169. return origin_offset;
  170. }
  171. void LookAtModifier3D::set_origin_safe_margin(float p_margin) {
  172. origin_safe_margin = p_margin;
  173. }
  174. float LookAtModifier3D::get_origin_safe_margin() const {
  175. return origin_safe_margin;
  176. }
  177. // For time-based interpolation.
  178. void LookAtModifier3D::set_duration(float p_duration) {
  179. duration = p_duration;
  180. if (Math::is_zero_approx(p_duration)) {
  181. time_step = 0;
  182. remaining = 0;
  183. } else {
  184. time_step = 1.0 / p_duration; // Cache to avoid division.
  185. }
  186. }
  187. float LookAtModifier3D::get_duration() const {
  188. return duration;
  189. }
  190. void LookAtModifier3D::set_transition_type(Tween::TransitionType p_transition_type) {
  191. transition_type = p_transition_type;
  192. }
  193. Tween::TransitionType LookAtModifier3D::get_transition_type() const {
  194. return transition_type;
  195. }
  196. void LookAtModifier3D::set_ease_type(Tween::EaseType p_ease_type) {
  197. ease_type = p_ease_type;
  198. }
  199. Tween::EaseType LookAtModifier3D::get_ease_type() const {
  200. return ease_type;
  201. }
  202. // For angle limitation.
  203. void LookAtModifier3D::set_use_angle_limitation(bool p_enabled) {
  204. use_angle_limitation = p_enabled;
  205. notify_property_list_changed();
  206. }
  207. bool LookAtModifier3D::is_using_angle_limitation() const {
  208. return use_angle_limitation;
  209. }
  210. void LookAtModifier3D::set_symmetry_limitation(bool p_enabled) {
  211. symmetry_limitation = p_enabled;
  212. notify_property_list_changed();
  213. }
  214. bool LookAtModifier3D::is_limitation_symmetry() const {
  215. return symmetry_limitation;
  216. }
  217. void LookAtModifier3D::set_primary_limit_angle(float p_angle) {
  218. primary_limit_angle = p_angle;
  219. }
  220. float LookAtModifier3D::get_primary_limit_angle() const {
  221. return primary_limit_angle;
  222. }
  223. void LookAtModifier3D::set_primary_damp_threshold(float p_power) {
  224. primary_damp_threshold = p_power;
  225. }
  226. float LookAtModifier3D::get_primary_damp_threshold() const {
  227. return primary_damp_threshold;
  228. }
  229. void LookAtModifier3D::set_primary_positive_limit_angle(float p_angle) {
  230. primary_positive_limit_angle = p_angle;
  231. }
  232. float LookAtModifier3D::get_primary_positive_limit_angle() const {
  233. return primary_positive_limit_angle;
  234. }
  235. void LookAtModifier3D::set_primary_positive_damp_threshold(float p_power) {
  236. primary_positive_damp_threshold = p_power;
  237. }
  238. float LookAtModifier3D::get_primary_positive_damp_threshold() const {
  239. return primary_positive_damp_threshold;
  240. }
  241. void LookAtModifier3D::set_primary_negative_limit_angle(float p_angle) {
  242. primary_negative_limit_angle = p_angle;
  243. }
  244. float LookAtModifier3D::get_primary_negative_limit_angle() const {
  245. return primary_negative_limit_angle;
  246. }
  247. void LookAtModifier3D::set_primary_negative_damp_threshold(float p_power) {
  248. primary_negative_damp_threshold = p_power;
  249. }
  250. float LookAtModifier3D::get_primary_negative_damp_threshold() const {
  251. return primary_negative_damp_threshold;
  252. }
  253. void LookAtModifier3D::set_secondary_limit_angle(float p_angle) {
  254. secondary_limit_angle = p_angle;
  255. }
  256. float LookAtModifier3D::get_secondary_limit_angle() const {
  257. return secondary_limit_angle;
  258. }
  259. void LookAtModifier3D::set_secondary_damp_threshold(float p_power) {
  260. secondary_damp_threshold = p_power;
  261. }
  262. float LookAtModifier3D::get_secondary_damp_threshold() const {
  263. return secondary_damp_threshold;
  264. }
  265. void LookAtModifier3D::set_secondary_positive_limit_angle(float p_angle) {
  266. secondary_positive_limit_angle = p_angle;
  267. }
  268. float LookAtModifier3D::get_secondary_positive_limit_angle() const {
  269. return secondary_positive_limit_angle;
  270. }
  271. void LookAtModifier3D::set_secondary_positive_damp_threshold(float p_power) {
  272. secondary_positive_damp_threshold = p_power;
  273. }
  274. float LookAtModifier3D::get_secondary_positive_damp_threshold() const {
  275. return secondary_positive_damp_threshold;
  276. }
  277. void LookAtModifier3D::set_secondary_negative_limit_angle(float p_angle) {
  278. secondary_negative_limit_angle = p_angle;
  279. }
  280. float LookAtModifier3D::get_secondary_negative_limit_angle() const {
  281. return secondary_negative_limit_angle;
  282. }
  283. void LookAtModifier3D::set_secondary_negative_damp_threshold(float p_power) {
  284. secondary_negative_damp_threshold = p_power;
  285. }
  286. float LookAtModifier3D::get_secondary_negative_damp_threshold() const {
  287. return secondary_negative_damp_threshold;
  288. }
  289. bool LookAtModifier3D::is_target_within_limitation() const {
  290. return is_within_limitations;
  291. }
  292. float LookAtModifier3D::get_interpolation_remaining() const {
  293. return remaining * duration;
  294. }
  295. bool LookAtModifier3D::is_interpolating() const {
  296. return Math::is_zero_approx(remaining);
  297. }
  298. // General API.
  299. void LookAtModifier3D::_bind_methods() {
  300. ClassDB::bind_method(D_METHOD("set_target_node", "target_node"), &LookAtModifier3D::set_target_node);
  301. ClassDB::bind_method(D_METHOD("get_target_node"), &LookAtModifier3D::get_target_node);
  302. ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &LookAtModifier3D::set_bone_name);
  303. ClassDB::bind_method(D_METHOD("get_bone_name"), &LookAtModifier3D::get_bone_name);
  304. ClassDB::bind_method(D_METHOD("set_bone", "bone"), &LookAtModifier3D::set_bone);
  305. ClassDB::bind_method(D_METHOD("get_bone"), &LookAtModifier3D::get_bone);
  306. ClassDB::bind_method(D_METHOD("set_forward_axis", "forward_axis"), &LookAtModifier3D::set_forward_axis);
  307. ClassDB::bind_method(D_METHOD("get_forward_axis"), &LookAtModifier3D::get_forward_axis);
  308. ClassDB::bind_method(D_METHOD("set_primary_rotation_axis", "axis"), &LookAtModifier3D::set_primary_rotation_axis);
  309. ClassDB::bind_method(D_METHOD("get_primary_rotation_axis"), &LookAtModifier3D::get_primary_rotation_axis);
  310. ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "enabled"), &LookAtModifier3D::set_use_secondary_rotation);
  311. ClassDB::bind_method(D_METHOD("is_using_secondary_rotation"), &LookAtModifier3D::is_using_secondary_rotation);
  312. ClassDB::bind_method(D_METHOD("set_origin_safe_margin", "margin"), &LookAtModifier3D::set_origin_safe_margin);
  313. ClassDB::bind_method(D_METHOD("get_origin_safe_margin"), &LookAtModifier3D::get_origin_safe_margin);
  314. ClassDB::bind_method(D_METHOD("set_origin_from", "origin_from"), &LookAtModifier3D::set_origin_from);
  315. ClassDB::bind_method(D_METHOD("get_origin_from"), &LookAtModifier3D::get_origin_from);
  316. ClassDB::bind_method(D_METHOD("set_origin_bone_name", "bone_name"), &LookAtModifier3D::set_origin_bone_name);
  317. ClassDB::bind_method(D_METHOD("get_origin_bone_name"), &LookAtModifier3D::get_origin_bone_name);
  318. ClassDB::bind_method(D_METHOD("set_origin_bone", "bone"), &LookAtModifier3D::set_origin_bone);
  319. ClassDB::bind_method(D_METHOD("get_origin_bone"), &LookAtModifier3D::get_origin_bone);
  320. ClassDB::bind_method(D_METHOD("set_origin_external_node", "external_node"), &LookAtModifier3D::set_origin_external_node);
  321. ClassDB::bind_method(D_METHOD("get_origin_external_node"), &LookAtModifier3D::get_origin_external_node);
  322. ClassDB::bind_method(D_METHOD("set_origin_offset", "offset"), &LookAtModifier3D::set_origin_offset);
  323. ClassDB::bind_method(D_METHOD("get_origin_offset"), &LookAtModifier3D::get_origin_offset);
  324. ClassDB::bind_method(D_METHOD("set_duration", "duration"), &LookAtModifier3D::set_duration);
  325. ClassDB::bind_method(D_METHOD("get_duration"), &LookAtModifier3D::get_duration);
  326. ClassDB::bind_method(D_METHOD("set_transition_type", "transition_type"), &LookAtModifier3D::set_transition_type);
  327. ClassDB::bind_method(D_METHOD("get_transition_type"), &LookAtModifier3D::get_transition_type);
  328. ClassDB::bind_method(D_METHOD("set_ease_type", "ease_type"), &LookAtModifier3D::set_ease_type);
  329. ClassDB::bind_method(D_METHOD("get_ease_type"), &LookAtModifier3D::get_ease_type);
  330. ClassDB::bind_method(D_METHOD("set_use_angle_limitation", "enabled"), &LookAtModifier3D::set_use_angle_limitation);
  331. ClassDB::bind_method(D_METHOD("is_using_angle_limitation"), &LookAtModifier3D::is_using_angle_limitation);
  332. ClassDB::bind_method(D_METHOD("set_symmetry_limitation", "enabled"), &LookAtModifier3D::set_symmetry_limitation);
  333. ClassDB::bind_method(D_METHOD("is_limitation_symmetry"), &LookAtModifier3D::is_limitation_symmetry);
  334. ClassDB::bind_method(D_METHOD("set_primary_limit_angle", "angle"), &LookAtModifier3D::set_primary_limit_angle);
  335. ClassDB::bind_method(D_METHOD("get_primary_limit_angle"), &LookAtModifier3D::get_primary_limit_angle);
  336. ClassDB::bind_method(D_METHOD("set_primary_damp_threshold", "power"), &LookAtModifier3D::set_primary_damp_threshold);
  337. ClassDB::bind_method(D_METHOD("get_primary_damp_threshold"), &LookAtModifier3D::get_primary_damp_threshold);
  338. ClassDB::bind_method(D_METHOD("set_primary_positive_limit_angle", "angle"), &LookAtModifier3D::set_primary_positive_limit_angle);
  339. ClassDB::bind_method(D_METHOD("get_primary_positive_limit_angle"), &LookAtModifier3D::get_primary_positive_limit_angle);
  340. ClassDB::bind_method(D_METHOD("set_primary_positive_damp_threshold", "power"), &LookAtModifier3D::set_primary_positive_damp_threshold);
  341. ClassDB::bind_method(D_METHOD("get_primary_positive_damp_threshold"), &LookAtModifier3D::get_primary_positive_damp_threshold);
  342. ClassDB::bind_method(D_METHOD("set_primary_negative_limit_angle", "angle"), &LookAtModifier3D::set_primary_negative_limit_angle);
  343. ClassDB::bind_method(D_METHOD("get_primary_negative_limit_angle"), &LookAtModifier3D::get_primary_negative_limit_angle);
  344. ClassDB::bind_method(D_METHOD("set_primary_negative_damp_threshold", "power"), &LookAtModifier3D::set_primary_negative_damp_threshold);
  345. ClassDB::bind_method(D_METHOD("get_primary_negative_damp_threshold"), &LookAtModifier3D::get_primary_negative_damp_threshold);
  346. ClassDB::bind_method(D_METHOD("set_secondary_limit_angle", "angle"), &LookAtModifier3D::set_secondary_limit_angle);
  347. ClassDB::bind_method(D_METHOD("get_secondary_limit_angle"), &LookAtModifier3D::get_secondary_limit_angle);
  348. ClassDB::bind_method(D_METHOD("set_secondary_damp_threshold", "power"), &LookAtModifier3D::set_secondary_damp_threshold);
  349. ClassDB::bind_method(D_METHOD("get_secondary_damp_threshold"), &LookAtModifier3D::get_secondary_damp_threshold);
  350. ClassDB::bind_method(D_METHOD("set_secondary_positive_limit_angle", "angle"), &LookAtModifier3D::set_secondary_positive_limit_angle);
  351. ClassDB::bind_method(D_METHOD("get_secondary_positive_limit_angle"), &LookAtModifier3D::get_secondary_positive_limit_angle);
  352. ClassDB::bind_method(D_METHOD("set_secondary_positive_damp_threshold", "power"), &LookAtModifier3D::set_secondary_positive_damp_threshold);
  353. ClassDB::bind_method(D_METHOD("get_secondary_positive_damp_threshold"), &LookAtModifier3D::get_secondary_positive_damp_threshold);
  354. ClassDB::bind_method(D_METHOD("set_secondary_negative_limit_angle", "angle"), &LookAtModifier3D::set_secondary_negative_limit_angle);
  355. ClassDB::bind_method(D_METHOD("get_secondary_negative_limit_angle"), &LookAtModifier3D::get_secondary_negative_limit_angle);
  356. ClassDB::bind_method(D_METHOD("set_secondary_negative_damp_threshold", "power"), &LookAtModifier3D::set_secondary_negative_damp_threshold);
  357. ClassDB::bind_method(D_METHOD("get_secondary_negative_damp_threshold"), &LookAtModifier3D::get_secondary_negative_damp_threshold);
  358. ClassDB::bind_method(D_METHOD("get_interpolation_remaining"), &LookAtModifier3D::get_interpolation_remaining);
  359. ClassDB::bind_method(D_METHOD("is_interpolating"), &LookAtModifier3D::is_interpolating);
  360. ClassDB::bind_method(D_METHOD("is_target_within_limitation"), &LookAtModifier3D::is_target_within_limitation);
  361. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node", PROPERTY_HINT_NODE_TYPE, "Node3D"), "set_target_node", "get_target_node");
  362. ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_bone_name", "get_bone_name");
  363. ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_bone", "get_bone");
  364. ADD_PROPERTY(PropertyInfo(Variant::INT, "forward_axis", PROPERTY_HINT_ENUM, "+X,-X,+Y,-Y,+Z,-Z"), "set_forward_axis", "get_forward_axis");
  365. ADD_PROPERTY(PropertyInfo(Variant::INT, "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_primary_rotation_axis", "get_primary_rotation_axis");
  366. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_secondary_rotation"), "set_use_secondary_rotation", "is_using_secondary_rotation");
  367. ADD_GROUP("Origin Settings", "origin_");
  368. ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_from", PROPERTY_HINT_ENUM, "Self,SpecificBone,ExternalNode"), "set_origin_from", "get_origin_from");
  369. ADD_PROPERTY(PropertyInfo(Variant::STRING, "origin_bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_origin_bone_name", "get_origin_bone_name");
  370. ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_origin_bone", "get_origin_bone");
  371. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "origin_external_node", PROPERTY_HINT_NODE_TYPE, "Node3D"), "set_origin_external_node", "get_origin_external_node");
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "origin_offset"), "set_origin_offset", "get_origin_offset");
  373. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "origin_safe_margin", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater,suffix:m"), "set_origin_safe_margin", "get_origin_safe_margin");
  374. ADD_GROUP("Time Based Interpolation", "");
  375. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "duration", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:s"), "set_duration", "get_duration");
  376. ADD_PROPERTY(PropertyInfo(Variant::INT, "transition_type", PROPERTY_HINT_ENUM, "Linear,Sine,Quint,Quart,Quad,Expo,Elastic,Cubic,Circ,Bounce,Back,Spring"), "set_transition_type", "get_transition_type");
  377. ADD_PROPERTY(PropertyInfo(Variant::INT, "ease_type", PROPERTY_HINT_ENUM, "In,Out,InOut,OutIn"), "set_ease_type", "get_ease_type");
  378. ADD_GROUP("Angle Limitation", "");
  379. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_angle_limitation"), "set_use_angle_limitation", "is_using_angle_limitation");
  380. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "symmetry_limitation"), "set_symmetry_limitation", "is_limitation_symmetry");
  381. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_limit_angle", PROPERTY_HINT_RANGE, "0,360,0.01,radians_as_degrees"), "set_primary_limit_angle", "get_primary_limit_angle");
  382. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_damp_threshold", "get_primary_damp_threshold");
  383. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_positive_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_primary_positive_limit_angle", "get_primary_positive_limit_angle");
  384. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_positive_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_positive_damp_threshold", "get_primary_positive_damp_threshold");
  385. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_negative_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_primary_negative_limit_angle", "get_primary_negative_limit_angle");
  386. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_negative_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_negative_damp_threshold", "get_primary_negative_damp_threshold");
  387. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_limit_angle", PROPERTY_HINT_RANGE, "0,360,0.01,radians_as_degrees"), "set_secondary_limit_angle", "get_secondary_limit_angle");
  388. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_damp_threshold", "get_secondary_damp_threshold");
  389. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_positive_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_secondary_positive_limit_angle", "get_secondary_positive_limit_angle");
  390. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_positive_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_positive_damp_threshold", "get_secondary_positive_damp_threshold");
  391. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_negative_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_secondary_negative_limit_angle", "get_secondary_negative_limit_angle");
  392. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_negative_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_negative_damp_threshold", "get_secondary_negative_damp_threshold");
  393. BIND_ENUM_CONSTANT(ORIGIN_FROM_SELF);
  394. BIND_ENUM_CONSTANT(ORIGIN_FROM_SPECIFIC_BONE);
  395. BIND_ENUM_CONSTANT(ORIGIN_FROM_EXTERNAL_NODE);
  396. }
  397. void LookAtModifier3D::_process_modification() {
  398. if (!is_inside_tree()) {
  399. return;
  400. }
  401. Skeleton3D *skeleton = get_skeleton();
  402. if (!skeleton || bone < 0 || bone >= skeleton->get_bone_count()) {
  403. return;
  404. }
  405. // Calculate bone rest space in the world.
  406. Transform3D bone_rest_space;
  407. int parent_bone = skeleton->get_bone_parent(bone);
  408. if (parent_bone < 0) {
  409. bone_rest_space = skeleton->get_global_transform();
  410. bone_rest_space.origin += skeleton->get_bone_rest(bone).origin;
  411. } else {
  412. bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_global_pose(parent_bone);
  413. bone_rest_space.origin += skeleton->get_bone_rest(bone).origin;
  414. }
  415. // Calculate forward_vector and destination.
  416. is_within_limitations = true;
  417. Vector3 prev_forward_vector = forward_vector;
  418. Quaternion destination;
  419. Node3D *target = Object::cast_to<Node3D>(get_node_or_null(target_node));
  420. if (!target) {
  421. destination = skeleton->get_bone_pose_rotation(bone);
  422. } else {
  423. Transform3D origin_tr;
  424. if (origin_from == ORIGIN_FROM_SPECIFIC_BONE && origin_bone >= 0 && origin_bone < skeleton->get_bone_count()) {
  425. origin_tr = skeleton->get_global_transform() * skeleton->get_bone_global_pose(origin_bone);
  426. } else if (origin_from == ORIGIN_FROM_EXTERNAL_NODE) {
  427. Node3D *origin_src = Object::cast_to<Node3D>(get_node_or_null(origin_external_node));
  428. if (origin_src) {
  429. origin_tr = origin_src->get_global_transform();
  430. } else {
  431. origin_tr = bone_rest_space;
  432. }
  433. } else {
  434. origin_tr = bone_rest_space;
  435. }
  436. forward_vector = bone_rest_space.orthonormalized().basis.xform_inv((target->get_global_position() - origin_tr.translated_local(origin_offset).origin));
  437. forward_vector_nrm = forward_vector.normalized();
  438. if (forward_vector_nrm.abs().is_equal_approx(get_vector_from_axis(primary_rotation_axis))) {
  439. destination = skeleton->get_bone_pose_rotation(bone);
  440. forward_vector = Vector3(0, 0, 0); // The zero-vector to be used for checking in the line immediately below to avoid animation glitch.
  441. } else {
  442. destination = look_at_with_axes(skeleton->get_bone_rest(bone)).basis.get_rotation_quaternion();
  443. }
  444. }
  445. // Detect flipping.
  446. bool is_not_max_influence = influence < 1.0;
  447. bool is_flippable = use_angle_limitation || is_not_max_influence;
  448. Vector3::Axis current_forward_axis = get_axis_from_bone_axis(forward_axis);
  449. if (is_intersecting_axis(prev_forward_vector, forward_vector, current_forward_axis, secondary_rotation_axis) ||
  450. is_intersecting_axis(prev_forward_vector, forward_vector, primary_rotation_axis, primary_rotation_axis, true) ||
  451. is_intersecting_axis(prev_forward_vector, forward_vector, secondary_rotation_axis, current_forward_axis) ||
  452. (prev_forward_vector != Vector3(0, 0, 0) && forward_vector == Vector3(0, 0, 0)) ||
  453. (prev_forward_vector == Vector3(0, 0, 0) && forward_vector != Vector3(0, 0, 0))) {
  454. init_transition();
  455. } else if (is_flippable && signbit(prev_forward_vector[secondary_rotation_axis]) != signbit(forward_vector[secondary_rotation_axis])) {
  456. // Flipping by angle_limitation can be detected by sign of secondary rotation axes during forward_vector is rotated more than 90 degree from forward_axis (means dot production is negative).
  457. Vector3 prev_forward_vector_nrm = forward_vector.normalized();
  458. Vector3 rest_forward_vector = get_vector_from_bone_axis(forward_axis);
  459. if (symmetry_limitation) {
  460. if ((is_not_max_influence || !Math::is_equal_approx(primary_limit_angle, (float)Math_TAU)) &&
  461. prev_forward_vector_nrm.dot(rest_forward_vector) < 0 &&
  462. forward_vector_nrm.dot(rest_forward_vector) < 0) {
  463. init_transition();
  464. }
  465. } else {
  466. if ((is_not_max_influence || !Math::is_equal_approx(primary_positive_limit_angle + primary_negative_limit_angle, (float)Math_TAU)) &&
  467. prev_forward_vector_nrm.dot(rest_forward_vector) < 0 &&
  468. forward_vector_nrm.dot(rest_forward_vector) < 0) {
  469. init_transition();
  470. }
  471. }
  472. }
  473. // Do time-based interpolation.
  474. if (remaining > 0) {
  475. double delta = 0.0;
  476. if (skeleton->get_modifier_callback_mode_process() == Skeleton3D::MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
  477. delta = get_process_delta_time();
  478. } else {
  479. delta = get_physics_process_delta_time();
  480. }
  481. remaining = MAX(0, remaining - time_step * delta);
  482. if (is_flippable) {
  483. // Interpolate through the rest same as AnimationTree blending for preventing to penetrate the bone into the body.
  484. Quaternion rest = skeleton->get_bone_rest(bone).basis.get_rotation_quaternion();
  485. float weight = Tween::run_equation(transition_type, ease_type, 1 - remaining, 0.0, 1.0, 1.0);
  486. destination = rest * Quaternion().slerp(rest.inverse() * from_q, 1 - weight) * Quaternion().slerp(rest.inverse() * destination, weight);
  487. } else {
  488. destination = from_q.slerp(destination, Tween::run_equation(transition_type, ease_type, 1 - remaining, 0.0, 1.0, 1.0));
  489. }
  490. }
  491. skeleton->set_bone_pose_rotation(bone, destination);
  492. prev_q = destination;
  493. }
  494. bool LookAtModifier3D::is_intersecting_axis(const Vector3 &p_prev, const Vector3 &p_current, Vector3::Axis p_flipping_axis, Vector3::Axis p_check_axis, bool p_check_plane) const {
  495. // Prevent that the angular velocity does not become too large.
  496. // Check that is p_flipping_axis flipped nearby p_check_axis (close than origin_safe_margin) or not. If p_check_plane is true, check two axes of crossed plane.
  497. if (p_check_plane) {
  498. if (get_projection_vector(p_prev, p_check_axis).length() > origin_safe_margin && get_projection_vector(p_current, p_check_axis).length() > origin_safe_margin) {
  499. return false;
  500. }
  501. } else if (Math::abs(p_prev[p_check_axis]) > origin_safe_margin && Math::abs(p_current[p_check_axis]) > origin_safe_margin) {
  502. return false;
  503. }
  504. return signbit(p_prev[p_flipping_axis]) != signbit(p_current[p_flipping_axis]);
  505. }
  506. Vector3 LookAtModifier3D::get_basis_vector_from_bone_axis(const Basis &p_basis, BoneAxis p_axis) {
  507. Vector3 ret;
  508. switch (p_axis) {
  509. case BONE_AXIS_PLUS_X: {
  510. ret = p_basis.get_column(0);
  511. } break;
  512. case BONE_AXIS_MINUS_X: {
  513. ret = -p_basis.get_column(0);
  514. } break;
  515. case BONE_AXIS_PLUS_Y: {
  516. ret = p_basis.get_column(1);
  517. } break;
  518. case BONE_AXIS_MINUS_Y: {
  519. ret = -p_basis.get_column(1);
  520. } break;
  521. case BONE_AXIS_PLUS_Z: {
  522. ret = p_basis.get_column(2);
  523. } break;
  524. case BONE_AXIS_MINUS_Z: {
  525. ret = -p_basis.get_column(2);
  526. } break;
  527. }
  528. return ret;
  529. }
  530. Vector3::Axis LookAtModifier3D::get_secondary_rotation_axis(BoneAxis p_forward_axis, Vector3::Axis p_primary_rotation_axis) {
  531. Vector3 secondary_plane = get_vector_from_bone_axis(p_forward_axis) + get_vector_from_axis(p_primary_rotation_axis);
  532. return Math::is_zero_approx(secondary_plane.x) ? Vector3::AXIS_X : (Math::is_zero_approx(secondary_plane.y) ? Vector3::AXIS_Y : Vector3::AXIS_Z);
  533. }
  534. Vector2 LookAtModifier3D::get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) {
  535. // NOTE: axis is swapped between 2D and 3D.
  536. Vector2 ret;
  537. switch (p_axis) {
  538. case Vector3::AXIS_X: {
  539. ret = Vector2(p_vector.z, p_vector.y);
  540. } break;
  541. case Vector3::AXIS_Y: {
  542. ret = Vector2(p_vector.x, p_vector.z);
  543. } break;
  544. case Vector3::AXIS_Z: {
  545. ret = Vector2(p_vector.y, p_vector.x);
  546. } break;
  547. }
  548. return ret;
  549. }
  550. float LookAtModifier3D::remap_damped(float p_from, float p_to, float p_damp_threshold, float p_value) const {
  551. float sign = signbit(p_value) ? -1.0f : 1.0f;
  552. float abs_value = Math::abs(p_value);
  553. if (Math::is_equal_approx(p_damp_threshold, 1.0f) || Math::is_zero_approx(p_to)) {
  554. return sign * CLAMP(abs_value, p_from, p_to); // Avoid division by zero.
  555. }
  556. float value = Math::inverse_lerp(p_from, p_to, abs_value);
  557. if (value <= p_damp_threshold) {
  558. return sign * CLAMP(abs_value, p_from, p_to);
  559. }
  560. double limit = Math_PI;
  561. double inv_to = 1.0 / p_to;
  562. double end_x = limit * inv_to;
  563. double position = abs_value * inv_to;
  564. Vector2 start = Vector2(p_damp_threshold, p_damp_threshold);
  565. Vector2 mid = Vector2(1.0, 1.0);
  566. Vector2 end = Vector2(end_x, 1.0);
  567. value = get_bspline_y(start, mid, end, position);
  568. return sign * Math::lerp(p_from, p_to, value);
  569. }
  570. double LookAtModifier3D::get_bspline_y(const Vector2 &p_from, const Vector2 &p_control, const Vector2 &p_to, double p_x) const {
  571. double a = p_from.x - 2.0 * p_control.x + p_to.x;
  572. double b = -2.0 * p_from.x + 2.0 * p_control.x;
  573. double c = p_from.x - p_x;
  574. double t = 0.0;
  575. if (Math::is_zero_approx(a)) {
  576. t = -c / b; // Almost linear.
  577. } else {
  578. double discriminant = b * b - 4.0 * a * c;
  579. double sqrt_discriminant = Math::sqrt(discriminant);
  580. double e = 1.0 / (2.0 * a);
  581. double t1 = (-b + sqrt_discriminant) * e;
  582. t = (0.0 <= t1 && t1 <= 1.0) ? t1 : (-b - sqrt_discriminant) * e;
  583. }
  584. double u = 1.0 - t;
  585. double y = u * u * p_from.y + 2.0 * u * t * p_control.y + t * t * p_to.y;
  586. return y;
  587. }
  588. Transform3D LookAtModifier3D::look_at_with_axes(const Transform3D &p_rest) {
  589. // Primary rotation by projection to 2D plane by xform_inv and picking elements.
  590. Vector3 current_vector = get_basis_vector_from_bone_axis(p_rest.basis, forward_axis).normalized();
  591. Vector2 src_vec2 = get_projection_vector(p_rest.basis.xform_inv(forward_vector_nrm), primary_rotation_axis).normalized();
  592. Vector2 dst_vec2 = get_projection_vector(p_rest.basis.xform_inv(current_vector), primary_rotation_axis).normalized();
  593. real_t calculated_angle = src_vec2.angle_to(dst_vec2);
  594. Transform3D primary_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle);
  595. Transform3D current_result = primary_result; // primary_result will be used by calculation of secondary rotation, current_result is rotated by that.
  596. float limit_angle = 0.0;
  597. float damp_threshold = 0.0;
  598. if (use_angle_limitation) {
  599. if (symmetry_limitation) {
  600. limit_angle = primary_limit_angle * 0.5f;
  601. damp_threshold = primary_damp_threshold;
  602. } else {
  603. if (signbit(calculated_angle)) {
  604. limit_angle = primary_negative_limit_angle;
  605. damp_threshold = primary_negative_damp_threshold;
  606. } else {
  607. limit_angle = primary_positive_limit_angle;
  608. damp_threshold = primary_positive_damp_threshold;
  609. }
  610. }
  611. if (Math::abs(calculated_angle) > limit_angle) {
  612. is_within_limitations = false;
  613. }
  614. calculated_angle = remap_damped(0, limit_angle, damp_threshold, calculated_angle);
  615. current_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle);
  616. }
  617. // Needs for detecting flipping even if use_secondary_rotation is false.
  618. secondary_rotation_axis = get_secondary_rotation_axis(forward_axis, primary_rotation_axis);
  619. if (!use_secondary_rotation) {
  620. return current_result;
  621. }
  622. // Secondary rotation by projection to 2D plane by xform_inv and picking elements.
  623. current_vector = get_basis_vector_from_bone_axis(primary_result.basis, forward_axis).normalized();
  624. src_vec2 = get_projection_vector(primary_result.basis.xform_inv(forward_vector_nrm), secondary_rotation_axis).normalized();
  625. dst_vec2 = get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis).normalized();
  626. calculated_angle = src_vec2.angle_to(dst_vec2);
  627. if (use_angle_limitation) {
  628. if (symmetry_limitation) {
  629. limit_angle = secondary_limit_angle * 0.5f;
  630. damp_threshold = secondary_damp_threshold;
  631. } else {
  632. if (signbit(calculated_angle)) {
  633. limit_angle = secondary_negative_limit_angle;
  634. damp_threshold = secondary_negative_damp_threshold;
  635. } else {
  636. limit_angle = secondary_positive_limit_angle;
  637. damp_threshold = secondary_positive_damp_threshold;
  638. }
  639. }
  640. if (Math::abs(calculated_angle) > limit_angle) {
  641. is_within_limitations = false;
  642. }
  643. calculated_angle = remap_damped(0, limit_angle, damp_threshold, calculated_angle);
  644. }
  645. current_result = current_result.rotated_local(get_vector_from_axis(secondary_rotation_axis), calculated_angle);
  646. return current_result;
  647. }
  648. void LookAtModifier3D::init_transition() {
  649. if (Math::is_zero_approx(duration)) {
  650. return;
  651. }
  652. from_q = prev_q;
  653. remaining = 1.0;
  654. }