/**************************************************************************/ /* look_at_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 "look_at_modifier_3d.h" void LookAtModifier3D::_validate_property(PropertyInfo &p_property) const { SkeletonModifier3D::_validate_property(p_property); if (p_property.name == "bone_name" || p_property.name == "origin_bone_name") { Skeleton3D *skeleton = get_skeleton(); if (skeleton) { p_property.hint = PROPERTY_HINT_ENUM; p_property.hint_string = skeleton->get_concatenated_bone_names(); } else { p_property.hint = PROPERTY_HINT_NONE; p_property.hint_string = ""; } } if (origin_from == ORIGIN_FROM_SPECIFIC_BONE) { if (p_property.name == "origin_external_node") { p_property.usage = PROPERTY_USAGE_NONE; } } else if (origin_from == ORIGIN_FROM_EXTERNAL_NODE) { if (p_property.name == "origin_bone" || p_property.name == "origin_bone_name") { p_property.usage = PROPERTY_USAGE_NONE; } } else { if (p_property.name == "origin_external_node" || p_property.name == "origin_bone" || p_property.name == "origin_bone_name") { p_property.usage = PROPERTY_USAGE_NONE; } } if ((!use_angle_limitation && (p_property.name == "symmetry_limitation" || p_property.name.ends_with("limit_angle") || p_property.name.ends_with("damp_threshold"))) || (!use_secondary_rotation && p_property.name.begins_with("secondary_")) || (!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")) || (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"))))) { p_property.usage = PROPERTY_USAGE_NONE; } } PackedStringArray LookAtModifier3D::get_configuration_warnings() const { PackedStringArray warnings = SkeletonModifier3D::get_configuration_warnings(); if (get_axis_from_bone_axis(forward_axis) == primary_rotation_axis) { warnings.push_back(RTR("Forward axis and primary rotation axis must not be parallel.")); } return warnings; } void LookAtModifier3D::set_bone_name(const String &p_bone_name) { bone_name = p_bone_name; Skeleton3D *sk = get_skeleton(); if (sk) { set_bone(sk->find_bone(bone_name)); } } String LookAtModifier3D::get_bone_name() const { return bone_name; } void LookAtModifier3D::set_bone(int p_bone) { bone = p_bone; Skeleton3D *sk = get_skeleton(); if (sk) { if (bone <= -1 || bone >= sk->get_bone_count()) { WARN_PRINT("Bone index out of range!"); bone = -1; } else { bone_name = sk->get_bone_name(bone); } } } int LookAtModifier3D::get_bone() const { return bone; } void LookAtModifier3D::set_forward_axis(BoneAxis p_axis) { forward_axis = p_axis; update_configuration_warnings(); } LookAtModifier3D::BoneAxis LookAtModifier3D::get_forward_axis() const { return forward_axis; } void LookAtModifier3D::set_primary_rotation_axis(Vector3::Axis p_axis) { primary_rotation_axis = p_axis; update_configuration_warnings(); } Vector3::Axis LookAtModifier3D::get_primary_rotation_axis() const { return primary_rotation_axis; } void LookAtModifier3D::set_use_secondary_rotation(bool p_enabled) { use_secondary_rotation = p_enabled; notify_property_list_changed(); } bool LookAtModifier3D::is_using_secondary_rotation() const { return use_secondary_rotation; } void LookAtModifier3D::set_target_node(const NodePath &p_target_node) { if (target_node != p_target_node) { init_transition(); } target_node = p_target_node; } NodePath LookAtModifier3D::get_target_node() const { return target_node; } // For origin settings. void LookAtModifier3D::set_origin_from(OriginFrom p_origin_from) { origin_from = p_origin_from; notify_property_list_changed(); } LookAtModifier3D::OriginFrom LookAtModifier3D::get_origin_from() const { return origin_from; } void LookAtModifier3D::set_origin_bone_name(const String &p_bone_name) { origin_bone_name = p_bone_name; Skeleton3D *sk = get_skeleton(); if (sk) { set_origin_bone(sk->find_bone(origin_bone_name)); } } String LookAtModifier3D::get_origin_bone_name() const { return origin_bone_name; } void LookAtModifier3D::set_origin_bone(int p_bone) { origin_bone = p_bone; Skeleton3D *sk = get_skeleton(); if (sk) { if (origin_bone <= -1 || origin_bone >= sk->get_bone_count()) { WARN_PRINT("Bone index out of range!"); origin_bone = -1; } else { origin_bone_name = sk->get_bone_name(origin_bone); } } } int LookAtModifier3D::get_origin_bone() const { return origin_bone; } void LookAtModifier3D::set_origin_external_node(const NodePath &p_external_node) { origin_external_node = p_external_node; } NodePath LookAtModifier3D::get_origin_external_node() const { return origin_external_node; } void LookAtModifier3D::set_origin_offset(const Vector3 &p_offset) { origin_offset = p_offset; } Vector3 LookAtModifier3D::get_origin_offset() const { return origin_offset; } void LookAtModifier3D::set_origin_safe_margin(float p_margin) { origin_safe_margin = p_margin; } float LookAtModifier3D::get_origin_safe_margin() const { return origin_safe_margin; } // For time-based interpolation. void LookAtModifier3D::set_duration(float p_duration) { duration = p_duration; if (Math::is_zero_approx(p_duration)) { time_step = 0; remaining = 0; } else { time_step = 1.0 / p_duration; // Cache to avoid division. } } float LookAtModifier3D::get_duration() const { return duration; } void LookAtModifier3D::set_transition_type(Tween::TransitionType p_transition_type) { transition_type = p_transition_type; } Tween::TransitionType LookAtModifier3D::get_transition_type() const { return transition_type; } void LookAtModifier3D::set_ease_type(Tween::EaseType p_ease_type) { ease_type = p_ease_type; } Tween::EaseType LookAtModifier3D::get_ease_type() const { return ease_type; } // For angle limitation. void LookAtModifier3D::set_use_angle_limitation(bool p_enabled) { use_angle_limitation = p_enabled; notify_property_list_changed(); } bool LookAtModifier3D::is_using_angle_limitation() const { return use_angle_limitation; } void LookAtModifier3D::set_symmetry_limitation(bool p_enabled) { symmetry_limitation = p_enabled; notify_property_list_changed(); } bool LookAtModifier3D::is_limitation_symmetry() const { return symmetry_limitation; } void LookAtModifier3D::set_primary_limit_angle(float p_angle) { primary_limit_angle = p_angle; } float LookAtModifier3D::get_primary_limit_angle() const { return primary_limit_angle; } void LookAtModifier3D::set_primary_damp_threshold(float p_power) { primary_damp_threshold = p_power; } float LookAtModifier3D::get_primary_damp_threshold() const { return primary_damp_threshold; } void LookAtModifier3D::set_primary_positive_limit_angle(float p_angle) { primary_positive_limit_angle = p_angle; } float LookAtModifier3D::get_primary_positive_limit_angle() const { return primary_positive_limit_angle; } void LookAtModifier3D::set_primary_positive_damp_threshold(float p_power) { primary_positive_damp_threshold = p_power; } float LookAtModifier3D::get_primary_positive_damp_threshold() const { return primary_positive_damp_threshold; } void LookAtModifier3D::set_primary_negative_limit_angle(float p_angle) { primary_negative_limit_angle = p_angle; } float LookAtModifier3D::get_primary_negative_limit_angle() const { return primary_negative_limit_angle; } void LookAtModifier3D::set_primary_negative_damp_threshold(float p_power) { primary_negative_damp_threshold = p_power; } float LookAtModifier3D::get_primary_negative_damp_threshold() const { return primary_negative_damp_threshold; } void LookAtModifier3D::set_secondary_limit_angle(float p_angle) { secondary_limit_angle = p_angle; } float LookAtModifier3D::get_secondary_limit_angle() const { return secondary_limit_angle; } void LookAtModifier3D::set_secondary_damp_threshold(float p_power) { secondary_damp_threshold = p_power; } float LookAtModifier3D::get_secondary_damp_threshold() const { return secondary_damp_threshold; } void LookAtModifier3D::set_secondary_positive_limit_angle(float p_angle) { secondary_positive_limit_angle = p_angle; } float LookAtModifier3D::get_secondary_positive_limit_angle() const { return secondary_positive_limit_angle; } void LookAtModifier3D::set_secondary_positive_damp_threshold(float p_power) { secondary_positive_damp_threshold = p_power; } float LookAtModifier3D::get_secondary_positive_damp_threshold() const { return secondary_positive_damp_threshold; } void LookAtModifier3D::set_secondary_negative_limit_angle(float p_angle) { secondary_negative_limit_angle = p_angle; } float LookAtModifier3D::get_secondary_negative_limit_angle() const { return secondary_negative_limit_angle; } void LookAtModifier3D::set_secondary_negative_damp_threshold(float p_power) { secondary_negative_damp_threshold = p_power; } float LookAtModifier3D::get_secondary_negative_damp_threshold() const { return secondary_negative_damp_threshold; } bool LookAtModifier3D::is_target_within_limitation() const { return is_within_limitations; } float LookAtModifier3D::get_interpolation_remaining() const { return remaining * duration; } bool LookAtModifier3D::is_interpolating() const { return Math::is_zero_approx(remaining); } // General API. void LookAtModifier3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_target_node", "target_node"), &LookAtModifier3D::set_target_node); ClassDB::bind_method(D_METHOD("get_target_node"), &LookAtModifier3D::get_target_node); ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &LookAtModifier3D::set_bone_name); ClassDB::bind_method(D_METHOD("get_bone_name"), &LookAtModifier3D::get_bone_name); ClassDB::bind_method(D_METHOD("set_bone", "bone"), &LookAtModifier3D::set_bone); ClassDB::bind_method(D_METHOD("get_bone"), &LookAtModifier3D::get_bone); ClassDB::bind_method(D_METHOD("set_forward_axis", "forward_axis"), &LookAtModifier3D::set_forward_axis); ClassDB::bind_method(D_METHOD("get_forward_axis"), &LookAtModifier3D::get_forward_axis); ClassDB::bind_method(D_METHOD("set_primary_rotation_axis", "axis"), &LookAtModifier3D::set_primary_rotation_axis); ClassDB::bind_method(D_METHOD("get_primary_rotation_axis"), &LookAtModifier3D::get_primary_rotation_axis); ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "enabled"), &LookAtModifier3D::set_use_secondary_rotation); ClassDB::bind_method(D_METHOD("is_using_secondary_rotation"), &LookAtModifier3D::is_using_secondary_rotation); ClassDB::bind_method(D_METHOD("set_origin_safe_margin", "margin"), &LookAtModifier3D::set_origin_safe_margin); ClassDB::bind_method(D_METHOD("get_origin_safe_margin"), &LookAtModifier3D::get_origin_safe_margin); ClassDB::bind_method(D_METHOD("set_origin_from", "origin_from"), &LookAtModifier3D::set_origin_from); ClassDB::bind_method(D_METHOD("get_origin_from"), &LookAtModifier3D::get_origin_from); ClassDB::bind_method(D_METHOD("set_origin_bone_name", "bone_name"), &LookAtModifier3D::set_origin_bone_name); ClassDB::bind_method(D_METHOD("get_origin_bone_name"), &LookAtModifier3D::get_origin_bone_name); ClassDB::bind_method(D_METHOD("set_origin_bone", "bone"), &LookAtModifier3D::set_origin_bone); ClassDB::bind_method(D_METHOD("get_origin_bone"), &LookAtModifier3D::get_origin_bone); ClassDB::bind_method(D_METHOD("set_origin_external_node", "external_node"), &LookAtModifier3D::set_origin_external_node); ClassDB::bind_method(D_METHOD("get_origin_external_node"), &LookAtModifier3D::get_origin_external_node); ClassDB::bind_method(D_METHOD("set_origin_offset", "offset"), &LookAtModifier3D::set_origin_offset); ClassDB::bind_method(D_METHOD("get_origin_offset"), &LookAtModifier3D::get_origin_offset); ClassDB::bind_method(D_METHOD("set_duration", "duration"), &LookAtModifier3D::set_duration); ClassDB::bind_method(D_METHOD("get_duration"), &LookAtModifier3D::get_duration); ClassDB::bind_method(D_METHOD("set_transition_type", "transition_type"), &LookAtModifier3D::set_transition_type); ClassDB::bind_method(D_METHOD("get_transition_type"), &LookAtModifier3D::get_transition_type); ClassDB::bind_method(D_METHOD("set_ease_type", "ease_type"), &LookAtModifier3D::set_ease_type); ClassDB::bind_method(D_METHOD("get_ease_type"), &LookAtModifier3D::get_ease_type); ClassDB::bind_method(D_METHOD("set_use_angle_limitation", "enabled"), &LookAtModifier3D::set_use_angle_limitation); ClassDB::bind_method(D_METHOD("is_using_angle_limitation"), &LookAtModifier3D::is_using_angle_limitation); ClassDB::bind_method(D_METHOD("set_symmetry_limitation", "enabled"), &LookAtModifier3D::set_symmetry_limitation); ClassDB::bind_method(D_METHOD("is_limitation_symmetry"), &LookAtModifier3D::is_limitation_symmetry); ClassDB::bind_method(D_METHOD("set_primary_limit_angle", "angle"), &LookAtModifier3D::set_primary_limit_angle); ClassDB::bind_method(D_METHOD("get_primary_limit_angle"), &LookAtModifier3D::get_primary_limit_angle); ClassDB::bind_method(D_METHOD("set_primary_damp_threshold", "power"), &LookAtModifier3D::set_primary_damp_threshold); ClassDB::bind_method(D_METHOD("get_primary_damp_threshold"), &LookAtModifier3D::get_primary_damp_threshold); ClassDB::bind_method(D_METHOD("set_primary_positive_limit_angle", "angle"), &LookAtModifier3D::set_primary_positive_limit_angle); ClassDB::bind_method(D_METHOD("get_primary_positive_limit_angle"), &LookAtModifier3D::get_primary_positive_limit_angle); ClassDB::bind_method(D_METHOD("set_primary_positive_damp_threshold", "power"), &LookAtModifier3D::set_primary_positive_damp_threshold); ClassDB::bind_method(D_METHOD("get_primary_positive_damp_threshold"), &LookAtModifier3D::get_primary_positive_damp_threshold); ClassDB::bind_method(D_METHOD("set_primary_negative_limit_angle", "angle"), &LookAtModifier3D::set_primary_negative_limit_angle); ClassDB::bind_method(D_METHOD("get_primary_negative_limit_angle"), &LookAtModifier3D::get_primary_negative_limit_angle); ClassDB::bind_method(D_METHOD("set_primary_negative_damp_threshold", "power"), &LookAtModifier3D::set_primary_negative_damp_threshold); ClassDB::bind_method(D_METHOD("get_primary_negative_damp_threshold"), &LookAtModifier3D::get_primary_negative_damp_threshold); ClassDB::bind_method(D_METHOD("set_secondary_limit_angle", "angle"), &LookAtModifier3D::set_secondary_limit_angle); ClassDB::bind_method(D_METHOD("get_secondary_limit_angle"), &LookAtModifier3D::get_secondary_limit_angle); ClassDB::bind_method(D_METHOD("set_secondary_damp_threshold", "power"), &LookAtModifier3D::set_secondary_damp_threshold); ClassDB::bind_method(D_METHOD("get_secondary_damp_threshold"), &LookAtModifier3D::get_secondary_damp_threshold); ClassDB::bind_method(D_METHOD("set_secondary_positive_limit_angle", "angle"), &LookAtModifier3D::set_secondary_positive_limit_angle); ClassDB::bind_method(D_METHOD("get_secondary_positive_limit_angle"), &LookAtModifier3D::get_secondary_positive_limit_angle); ClassDB::bind_method(D_METHOD("set_secondary_positive_damp_threshold", "power"), &LookAtModifier3D::set_secondary_positive_damp_threshold); ClassDB::bind_method(D_METHOD("get_secondary_positive_damp_threshold"), &LookAtModifier3D::get_secondary_positive_damp_threshold); ClassDB::bind_method(D_METHOD("set_secondary_negative_limit_angle", "angle"), &LookAtModifier3D::set_secondary_negative_limit_angle); ClassDB::bind_method(D_METHOD("get_secondary_negative_limit_angle"), &LookAtModifier3D::get_secondary_negative_limit_angle); ClassDB::bind_method(D_METHOD("set_secondary_negative_damp_threshold", "power"), &LookAtModifier3D::set_secondary_negative_damp_threshold); ClassDB::bind_method(D_METHOD("get_secondary_negative_damp_threshold"), &LookAtModifier3D::get_secondary_negative_damp_threshold); ClassDB::bind_method(D_METHOD("get_interpolation_remaining"), &LookAtModifier3D::get_interpolation_remaining); ClassDB::bind_method(D_METHOD("is_interpolating"), &LookAtModifier3D::is_interpolating); ClassDB::bind_method(D_METHOD("is_target_within_limitation"), &LookAtModifier3D::is_target_within_limitation); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node", PROPERTY_HINT_NODE_TYPE, "Node3D"), "set_target_node", "get_target_node"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_bone_name", "get_bone_name"); ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_bone", "get_bone"); ADD_PROPERTY(PropertyInfo(Variant::INT, "forward_axis", PROPERTY_HINT_ENUM, "+X,-X,+Y,-Y,+Z,-Z"), "set_forward_axis", "get_forward_axis"); ADD_PROPERTY(PropertyInfo(Variant::INT, "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_primary_rotation_axis", "get_primary_rotation_axis"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_secondary_rotation"), "set_use_secondary_rotation", "is_using_secondary_rotation"); ADD_GROUP("Origin Settings", "origin_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_from", PROPERTY_HINT_ENUM, "Self,SpecificBone,ExternalNode"), "set_origin_from", "get_origin_from"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "origin_bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_origin_bone_name", "get_origin_bone_name"); ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_origin_bone", "get_origin_bone"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "origin_external_node", PROPERTY_HINT_NODE_TYPE, "Node3D"), "set_origin_external_node", "get_origin_external_node"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "origin_offset"), "set_origin_offset", "get_origin_offset"); 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"); ADD_GROUP("Time Based Interpolation", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "duration", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:s"), "set_duration", "get_duration"); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ease_type", PROPERTY_HINT_ENUM, "In,Out,InOut,OutIn"), "set_ease_type", "get_ease_type"); ADD_GROUP("Angle Limitation", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_angle_limitation"), "set_use_angle_limitation", "is_using_angle_limitation"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "symmetry_limitation"), "set_symmetry_limitation", "is_limitation_symmetry"); 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"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_damp_threshold", "get_primary_damp_threshold"); 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"); 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"); 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"); 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"); 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"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_damp_threshold", "get_secondary_damp_threshold"); 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"); 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"); 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"); 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"); 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(ORIGIN_FROM_SELF); BIND_ENUM_CONSTANT(ORIGIN_FROM_SPECIFIC_BONE); BIND_ENUM_CONSTANT(ORIGIN_FROM_EXTERNAL_NODE); } void LookAtModifier3D::_process_modification() { if (!is_inside_tree()) { return; } Skeleton3D *skeleton = get_skeleton(); if (!skeleton || bone < 0 || bone >= skeleton->get_bone_count()) { return; } // Calculate bone rest space in the world. Transform3D bone_rest_space; int parent_bone = skeleton->get_bone_parent(bone); if (parent_bone < 0) { bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_rest(bone); } else { bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_global_pose(parent_bone) * skeleton->get_bone_rest(bone); } // Calculate forward_vector and destination. is_within_limitations = true; Vector3 prev_forward_vector = forward_vector; Quaternion destination; Node3D *target = Object::cast_to(get_node_or_null(target_node)); if (!target) { destination = skeleton->get_bone_pose_rotation(bone); } else { Transform3D origin_tr; if (origin_from == ORIGIN_FROM_SPECIFIC_BONE && origin_bone >= 0 && origin_bone < skeleton->get_bone_count()) { origin_tr = skeleton->get_global_transform() * skeleton->get_bone_global_pose(origin_bone); } else if (origin_from == ORIGIN_FROM_EXTERNAL_NODE) { Node3D *origin_src = Object::cast_to(get_node_or_null(origin_external_node)); if (origin_src) { origin_tr = origin_src->get_global_transform(); } else { origin_tr = bone_rest_space; } } else { origin_tr = bone_rest_space; } forward_vector = bone_rest_space.orthonormalized().basis.xform_inv((target->get_global_position() - origin_tr.translated_local(origin_offset).origin)); forward_vector_nrm = forward_vector.normalized(); if (forward_vector_nrm.abs().is_equal_approx(get_vector_from_axis(primary_rotation_axis))) { destination = skeleton->get_bone_pose_rotation(bone); forward_vector = Vector3(0, 0, 0); // The zero-vector to be used for checking in the line immediately below to avoid animation glitch. } else { destination = look_at_with_axes(skeleton->get_bone_rest(bone)).basis.get_rotation_quaternion(); } } // Detect flipping. bool is_not_max_influence = influence < 1.0; bool is_flippable = use_angle_limitation || is_not_max_influence; Vector3::Axis current_forward_axis = get_axis_from_bone_axis(forward_axis); if (is_intersecting_axis(prev_forward_vector, forward_vector, current_forward_axis, secondary_rotation_axis) || is_intersecting_axis(prev_forward_vector, forward_vector, primary_rotation_axis, primary_rotation_axis, true) || is_intersecting_axis(prev_forward_vector, forward_vector, secondary_rotation_axis, current_forward_axis) || (prev_forward_vector != Vector3(0, 0, 0) && forward_vector == Vector3(0, 0, 0)) || (prev_forward_vector == Vector3(0, 0, 0) && forward_vector != Vector3(0, 0, 0))) { init_transition(); } else if (is_flippable && signbit(prev_forward_vector[secondary_rotation_axis]) != signbit(forward_vector[secondary_rotation_axis])) { // 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). Vector3 prev_forward_vector_nrm = forward_vector.normalized(); Vector3 rest_forward_vector = get_vector_from_bone_axis(forward_axis); if (symmetry_limitation) { if ((is_not_max_influence || !Math::is_equal_approx(primary_limit_angle, (float)Math_TAU)) && prev_forward_vector_nrm.dot(rest_forward_vector) < 0 && forward_vector_nrm.dot(rest_forward_vector) < 0) { init_transition(); } } else { if ((is_not_max_influence || !Math::is_equal_approx(primary_positive_limit_angle + primary_negative_limit_angle, (float)Math_TAU)) && prev_forward_vector_nrm.dot(rest_forward_vector) < 0 && forward_vector_nrm.dot(rest_forward_vector) < 0) { init_transition(); } } } // Do time-based interpolation. if (remaining > 0) { double delta = 0.0; if (skeleton->get_modifier_callback_mode_process() == Skeleton3D::MODIFIER_CALLBACK_MODE_PROCESS_IDLE) { delta = get_process_delta_time(); } else { delta = get_physics_process_delta_time(); } remaining = MAX(0, remaining - time_step * delta); if (is_flippable) { // Interpolate through the rest same as AnimationTree blending for preventing to penetrate the bone into the body. Quaternion rest = skeleton->get_bone_rest(bone).basis.get_rotation_quaternion(); float weight = Tween::run_equation(transition_type, ease_type, 1 - remaining, 0.0, 1.0, 1.0); destination = rest * Quaternion().slerp(rest.inverse() * from_q, 1 - weight) * Quaternion().slerp(rest.inverse() * destination, weight); } else { destination = from_q.slerp(destination, Tween::run_equation(transition_type, ease_type, 1 - remaining, 0.0, 1.0, 1.0)); } } skeleton->set_bone_pose_rotation(bone, destination); prev_q = destination; } 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 { // Prevent that the angular velocity does not become too large. // 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. if (p_check_plane) { 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) { return false; } } else if (Math::abs(p_prev[p_check_axis]) > origin_safe_margin && Math::abs(p_current[p_check_axis]) > origin_safe_margin) { return false; } return signbit(p_prev[p_flipping_axis]) != signbit(p_current[p_flipping_axis]); } Vector3 LookAtModifier3D::get_basis_vector_from_bone_axis(const Basis &p_basis, LookAtModifier3D::BoneAxis p_axis) const { Vector3 ret; switch (p_axis) { case BONE_AXIS_PLUS_X: { ret = p_basis.get_column(0); } break; case BONE_AXIS_MINUS_X: { ret = -p_basis.get_column(0); } break; case BONE_AXIS_PLUS_Y: { ret = p_basis.get_column(1); } break; case BONE_AXIS_MINUS_Y: { ret = -p_basis.get_column(1); } break; case BONE_AXIS_PLUS_Z: { ret = p_basis.get_column(2); } break; case BONE_AXIS_MINUS_Z: { ret = -p_basis.get_column(2); } break; } return ret; } Vector3 LookAtModifier3D::get_vector_from_bone_axis(const LookAtModifier3D::BoneAxis &p_axis) const { 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 LookAtModifier3D::get_vector_from_axis(const Vector3::Axis &p_axis) const { 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 LookAtModifier3D::get_axis_from_bone_axis(BoneAxis p_axis) const { 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; } Vector2 LookAtModifier3D::get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) const { // NOTE: axis is swapped between 2D and 3D. Vector2 ret; switch (p_axis) { case Vector3::AXIS_X: { ret = Vector2(p_vector.z, p_vector.y); } break; case Vector3::AXIS_Y: { ret = Vector2(p_vector.x, p_vector.z); } break; case Vector3::AXIS_Z: { ret = Vector2(p_vector.y, p_vector.x); } break; } return ret; } float LookAtModifier3D::remap_damped(float p_from, float p_to, float p_damp_threshold, float p_value) const { float sign = signbit(p_value) ? -1.0f : 1.0f; float abs_value = Math::abs(p_value); if (Math::is_equal_approx(p_damp_threshold, 1.0f) || Math::is_zero_approx(p_to)) { return sign * CLAMP(abs_value, p_from, p_to); // Avoid division by zero. } float value = Math::inverse_lerp(p_from, p_to, abs_value); if (value <= p_damp_threshold) { return sign * CLAMP(abs_value, p_from, p_to); } double limit = Math_PI; double inv_to = 1.0 / p_to; double end_x = limit * inv_to; double position = abs_value * inv_to; Vector2 start = Vector2(p_damp_threshold, p_damp_threshold); Vector2 mid = Vector2(1.0, 1.0); Vector2 end = Vector2(end_x, 1.0); value = get_bspline_y(start, mid, end, position); return sign * Math::lerp(p_from, p_to, value); } double LookAtModifier3D::get_bspline_y(const Vector2 &p_from, const Vector2 &p_control, const Vector2 &p_to, double p_x) const { double a = p_from.x - 2.0 * p_control.x + p_to.x; double b = -2.0 * p_from.x + 2.0 * p_control.x; double c = p_from.x - p_x; double t = 0.0; if (Math::is_zero_approx(a)) { t = -c / b; // Almost linear. } else { double discriminant = b * b - 4.0 * a * c; double sqrt_discriminant = Math::sqrt(discriminant); double e = 1.0 / (2.0 * a); double t1 = (-b + sqrt_discriminant) * e; t = (0.0 <= t1 && t1 <= 1.0) ? t1 : (-b - sqrt_discriminant) * e; } double u = 1.0 - t; double y = u * u * p_from.y + 2.0 * u * t * p_control.y + t * t * p_to.y; return y; } Transform3D LookAtModifier3D::look_at_with_axes(const Transform3D &p_rest) { // Primary rotation by projection to 2D plane by xform_inv and picking elements. Vector3 current_vector = get_basis_vector_from_bone_axis(p_rest.basis, forward_axis).normalized(); Vector2 src_vec2 = get_projection_vector(p_rest.basis.xform_inv(forward_vector_nrm), primary_rotation_axis).normalized(); Vector2 dst_vec2 = get_projection_vector(p_rest.basis.xform_inv(current_vector), primary_rotation_axis).normalized(); real_t calculated_angle = src_vec2.angle_to(dst_vec2); Transform3D primary_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle); Transform3D current_result = primary_result; // primary_result will be used by calculation of secondary rotation, current_result is rotated by that. float limit_angle = 0.0; float damp_threshold = 0.0; if (use_angle_limitation) { if (symmetry_limitation) { limit_angle = primary_limit_angle * 0.5f; damp_threshold = primary_damp_threshold; } else { if (signbit(calculated_angle)) { limit_angle = primary_negative_limit_angle; damp_threshold = primary_negative_damp_threshold; } else { limit_angle = primary_positive_limit_angle; damp_threshold = primary_positive_damp_threshold; } } if (Math::abs(calculated_angle) > limit_angle) { is_within_limitations = false; } calculated_angle = remap_damped(0, limit_angle, damp_threshold, calculated_angle); current_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle); } // Needs for detecting flipping even if use_secondary_rotation is false. Vector3 secondary_plane = get_vector_from_bone_axis(forward_axis) + get_vector_from_axis(primary_rotation_axis); secondary_rotation_axis = Math::is_zero_approx(secondary_plane.x) ? Vector3::AXIS_X : (Math::is_zero_approx(secondary_plane.y) ? Vector3::AXIS_Y : Vector3::AXIS_Z); if (!use_secondary_rotation) { return current_result; } // Secondary rotation by projection to 2D plane by xform_inv and picking elements. current_vector = get_basis_vector_from_bone_axis(primary_result.basis, forward_axis).normalized(); src_vec2 = get_projection_vector(primary_result.basis.xform_inv(forward_vector_nrm), secondary_rotation_axis).normalized(); dst_vec2 = get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis).normalized(); calculated_angle = src_vec2.angle_to(dst_vec2); if (use_angle_limitation) { if (symmetry_limitation) { limit_angle = secondary_limit_angle * 0.5f; damp_threshold = secondary_damp_threshold; } else { if (signbit(calculated_angle)) { limit_angle = secondary_negative_limit_angle; damp_threshold = secondary_negative_damp_threshold; } else { limit_angle = secondary_positive_limit_angle; damp_threshold = secondary_positive_damp_threshold; } } if (Math::abs(calculated_angle) > limit_angle) { is_within_limitations = false; } calculated_angle = remap_damped(0, limit_angle, damp_threshold, calculated_angle); } current_result = current_result.rotated_local(get_vector_from_axis(secondary_rotation_axis), calculated_angle); return current_result; } void LookAtModifier3D::init_transition() { if (Math::is_zero_approx(duration)) { return; } from_q = prev_q; remaining = 1.0; }