aim_modifier_3d.cpp 11 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, 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 {
  47. return false;
  48. }
  49. }
  50. return true;
  51. }
  52. bool AimModifier3D::_get(const StringName &p_path, Variant &r_ret) const {
  53. String path = p_path;
  54. if (path.begins_with("settings/")) {
  55. int which = path.get_slicec('/', 1).to_int();
  56. String what = path.get_slicec('/', 2);
  57. ERR_FAIL_INDEX_V(which, settings.size(), false);
  58. if (what == "forward_axis") {
  59. r_ret = (int)get_forward_axis(which);
  60. } else if (what == "use_euler") {
  61. r_ret = is_using_euler(which);
  62. } else if (what == "primary_rotation_axis") {
  63. r_ret = (int)get_primary_rotation_axis(which);
  64. } else if (what == "use_secondary_rotation") {
  65. r_ret = is_using_secondary_rotation(which);
  66. } else {
  67. return false;
  68. }
  69. }
  70. return true;
  71. }
  72. void AimModifier3D::_get_property_list(List<PropertyInfo> *p_list) const {
  73. BoneConstraint3D::get_property_list(p_list);
  74. for (int i = 0; i < settings.size(); i++) {
  75. String path = "settings/" + itos(i) + "/";
  76. int rotation_usage = is_using_euler(i) ? PROPERTY_USAGE_DEFAULT : PROPERTY_USAGE_NONE;
  77. p_list->push_back(PropertyInfo(Variant::INT, path + "forward_axis", PROPERTY_HINT_ENUM, "+X,-X,+Y,-Y,+Z,-Z"));
  78. p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_euler"));
  79. p_list->push_back(PropertyInfo(Variant::INT, path + "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z", rotation_usage));
  80. p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_secondary_rotation", PROPERTY_HINT_NONE, "", rotation_usage));
  81. }
  82. }
  83. PackedStringArray AimModifier3D::get_configuration_warnings() const {
  84. PackedStringArray warnings = BoneConstraint3D::get_configuration_warnings();
  85. for (int i = 0; i < settings.size(); i++) {
  86. if (is_using_euler(i) && get_axis_from_bone_axis(get_forward_axis(i)) == get_primary_rotation_axis(i)) {
  87. warnings.push_back(vformat(RTR("Forward axis and primary rotation axis must not be parallel in setting %s."), itos(i)));
  88. }
  89. }
  90. return warnings;
  91. }
  92. void AimModifier3D::_validate_setting(int p_index) {
  93. settings.write[p_index] = memnew(AimModifier3DSetting);
  94. }
  95. void AimModifier3D::set_forward_axis(int p_index, BoneAxis p_axis) {
  96. ERR_FAIL_INDEX(p_index, settings.size());
  97. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  98. setting->forward_axis = p_axis;
  99. update_configuration_warnings();
  100. }
  101. SkeletonModifier3D::BoneAxis AimModifier3D::get_forward_axis(int p_index) const {
  102. ERR_FAIL_INDEX_V(p_index, settings.size(), BONE_AXIS_PLUS_Y);
  103. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  104. return setting->forward_axis;
  105. }
  106. void AimModifier3D::set_use_euler(int p_index, bool p_enabled) {
  107. ERR_FAIL_INDEX(p_index, settings.size());
  108. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  109. setting->use_euler = p_enabled;
  110. notify_property_list_changed();
  111. update_configuration_warnings();
  112. }
  113. bool AimModifier3D::is_using_euler(int p_index) const {
  114. ERR_FAIL_INDEX_V(p_index, settings.size(), false);
  115. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  116. return setting->use_euler;
  117. }
  118. void AimModifier3D::set_primary_rotation_axis(int p_index, Vector3::Axis p_axis) {
  119. ERR_FAIL_INDEX(p_index, settings.size());
  120. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  121. setting->primary_rotation_axis = p_axis;
  122. update_configuration_warnings();
  123. }
  124. Vector3::Axis AimModifier3D::get_primary_rotation_axis(int p_index) const {
  125. ERR_FAIL_INDEX_V(p_index, settings.size(), Vector3::AXIS_X);
  126. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  127. return setting->primary_rotation_axis;
  128. }
  129. void AimModifier3D::set_use_secondary_rotation(int p_index, bool p_enabled) {
  130. ERR_FAIL_INDEX(p_index, settings.size());
  131. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  132. setting->use_secondary_rotation = p_enabled;
  133. }
  134. bool AimModifier3D::is_using_secondary_rotation(int p_index) const {
  135. ERR_FAIL_INDEX_V(p_index, settings.size(), false);
  136. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  137. return setting->use_secondary_rotation;
  138. }
  139. void AimModifier3D::_bind_methods() {
  140. ClassDB::bind_method(D_METHOD("set_forward_axis", "index", "axis"), &AimModifier3D::set_forward_axis);
  141. ClassDB::bind_method(D_METHOD("get_forward_axis", "index"), &AimModifier3D::get_forward_axis);
  142. ClassDB::bind_method(D_METHOD("set_use_euler", "index", "enabled"), &AimModifier3D::set_use_euler);
  143. ClassDB::bind_method(D_METHOD("is_using_euler", "index"), &AimModifier3D::is_using_euler);
  144. ClassDB::bind_method(D_METHOD("set_primary_rotation_axis", "index", "axis"), &AimModifier3D::set_primary_rotation_axis);
  145. ClassDB::bind_method(D_METHOD("get_primary_rotation_axis", "index"), &AimModifier3D::get_primary_rotation_axis);
  146. ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "index", "enabled"), &AimModifier3D::set_use_secondary_rotation);
  147. ClassDB::bind_method(D_METHOD("is_using_secondary_rotation", "index"), &AimModifier3D::is_using_secondary_rotation);
  148. ADD_ARRAY_COUNT("Settings", "setting_count", "set_setting_count", "get_setting_count", "settings/");
  149. }
  150. void AimModifier3D::_process_constraint(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount) {
  151. if (p_apply_bone == p_reference_bone) {
  152. ERR_PRINT_ONCE_ED(vformat("In setting %s, the reference bone must not be same with the apply bone.", itos(p_index)));
  153. return;
  154. }
  155. AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
  156. // Prepare forward_vector and rest.
  157. Vector3 reference_origin = p_skeleton->get_bone_global_pose(p_reference_bone).origin;
  158. Transform3D src_bone_rest = p_skeleton->get_bone_rest(p_apply_bone);
  159. Transform3D bone_rest_space;
  160. int parent_bone = p_skeleton->get_bone_parent(p_apply_bone);
  161. if (parent_bone < 0) {
  162. bone_rest_space.translate_local(src_bone_rest.origin);
  163. } else {
  164. bone_rest_space = p_skeleton->get_bone_global_pose(parent_bone);
  165. bone_rest_space.translate_local(src_bone_rest.origin);
  166. }
  167. Vector3 forward_vector = bone_rest_space.basis.get_rotation_quaternion().xform_inv(reference_origin - bone_rest_space.origin);
  168. if (forward_vector.is_zero_approx()) {
  169. return;
  170. }
  171. forward_vector.normalize();
  172. // Calculate look at rotation.
  173. Quaternion destination;
  174. if (setting->use_euler) {
  175. Vector3 current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(src_bone_rest.basis, setting->forward_axis).normalized();
  176. Vector2 src_vec2 = LookAtModifier3D::get_projection_vector(src_bone_rest.basis.xform_inv(forward_vector), setting->primary_rotation_axis).normalized();
  177. Vector2 dst_vec2 = LookAtModifier3D::get_projection_vector(src_bone_rest.basis.xform_inv(current_vector), setting->primary_rotation_axis).normalized();
  178. real_t calculated_angle = src_vec2.angle_to(dst_vec2);
  179. Transform3D primary_result = src_bone_rest.rotated_local(get_vector_from_axis(setting->primary_rotation_axis), calculated_angle);
  180. Transform3D current_result = primary_result;
  181. if (setting->use_secondary_rotation) {
  182. Vector3::Axis secondary_rotation_axis = LookAtModifier3D::get_secondary_rotation_axis(setting->forward_axis, setting->primary_rotation_axis);
  183. current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(primary_result.basis, setting->forward_axis).normalized();
  184. src_vec2 = LookAtModifier3D::get_projection_vector(primary_result.basis.xform_inv(forward_vector), secondary_rotation_axis).normalized();
  185. dst_vec2 = LookAtModifier3D::get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis).normalized();
  186. calculated_angle = src_vec2.angle_to(dst_vec2);
  187. current_result = primary_result.rotated_local(get_vector_from_axis(secondary_rotation_axis), calculated_angle);
  188. }
  189. destination = current_result.basis.get_rotation_quaternion();
  190. } else {
  191. Vector3 current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(src_bone_rest.basis, setting->forward_axis).normalized();
  192. destination = Quaternion(current_vector, forward_vector) * src_bone_rest.basis.get_rotation_quaternion();
  193. }
  194. p_skeleton->set_bone_pose_rotation(p_apply_bone, p_skeleton->get_bone_pose_rotation(p_apply_bone).slerp(destination, p_amount));
  195. }
  196. AimModifier3D::~AimModifier3D() {
  197. clear_settings();
  198. }