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cfb555a081
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
378 lines
12 KiB
C++
378 lines
12 KiB
C++
/*************************************************************************/
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/* path_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "path_3d.h"
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#include "core/config/engine.h"
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#include "scene/scene_string_names.h"
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void Path3D::_notification(int p_what) {
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}
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void Path3D::_curve_changed() {
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if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
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update_gizmos();
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}
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if (is_inside_tree()) {
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emit_signal(SNAME("curve_changed"));
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}
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// update the configuration warnings of all children of type PathFollow
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// previously used for PathFollowOriented (now enforced orientation is done in PathFollow)
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if (is_inside_tree()) {
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for (int i = 0; i < get_child_count(); i++) {
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PathFollow3D *child = Object::cast_to<PathFollow3D>(get_child(i));
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if (child) {
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child->update_configuration_warnings();
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}
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}
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}
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}
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void Path3D::set_curve(const Ref<Curve3D> &p_curve) {
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if (curve.is_valid()) {
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curve->disconnect("changed", callable_mp(this, &Path3D::_curve_changed));
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}
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curve = p_curve;
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if (curve.is_valid()) {
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curve->connect("changed", callable_mp(this, &Path3D::_curve_changed));
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}
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_curve_changed();
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}
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Ref<Curve3D> Path3D::get_curve() const {
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return curve;
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}
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void Path3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path3D::set_curve);
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ClassDB::bind_method(D_METHOD("get_curve"), &Path3D::get_curve);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_curve", "get_curve");
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ADD_SIGNAL(MethodInfo("curve_changed"));
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}
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//////////////
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void PathFollow3D::_update_transform(bool p_update_xyz_rot) {
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if (!path) {
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return;
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}
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Ref<Curve3D> c = path->get_curve();
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if (!c.is_valid()) {
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return;
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}
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float bl = c->get_baked_length();
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if (bl == 0.0) {
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return;
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}
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float bi = c->get_bake_interval();
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float o_next = offset + bi;
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if (loop) {
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o_next = Math::fposmod(o_next, bl);
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} else if (rotation_mode == ROTATION_ORIENTED && o_next >= bl) {
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o_next = bl;
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}
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Vector3 pos = c->interpolate_baked(offset, cubic);
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Transform3D t = get_transform();
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// Vector3 pos_offset = Vector3(h_offset, v_offset, 0); not used in all cases
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// will be replaced by "Vector3(h_offset, v_offset, 0)" where it was formerly used
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if (rotation_mode == ROTATION_ORIENTED) {
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Vector3 forward = c->interpolate_baked(o_next, cubic) - pos;
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if (forward.length_squared() < CMP_EPSILON2) {
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forward = Vector3(0, 0, 1);
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} else {
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forward.normalize();
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}
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Vector3 up = c->interpolate_baked_up_vector(offset, true);
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if (o_next < offset) {
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Vector3 up1 = c->interpolate_baked_up_vector(o_next, true);
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Vector3 axis = up.cross(up1);
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if (axis.length_squared() < CMP_EPSILON2) {
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axis = forward;
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} else {
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axis.normalize();
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}
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up.rotate(axis, up.angle_to(up1) * 0.5f);
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}
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Vector3 scale = t.basis.get_scale();
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Vector3 sideways = up.cross(forward).normalized();
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up = forward.cross(sideways).normalized();
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t.basis.set(sideways, up, forward);
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t.basis.scale_local(scale);
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t.origin = pos + sideways * h_offset + up * v_offset;
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} else if (rotation_mode != ROTATION_NONE) {
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// perform parallel transport
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//
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// see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example
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// for a discussion about why not Frenet frame.
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t.origin = pos;
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if (p_update_xyz_rot && delta_offset != 0) { // Only update rotation if some parameter has changed - i.e. not on addition to scene tree.
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Vector3 t_prev = (pos - c->interpolate_baked(offset - delta_offset, cubic)).normalized();
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Vector3 t_cur = (c->interpolate_baked(offset + delta_offset, cubic) - pos).normalized();
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Vector3 axis = t_prev.cross(t_cur);
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float dot = t_prev.dot(t_cur);
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float angle = Math::acos(CLAMP(dot, -1, 1));
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if (likely(!Math::is_zero_approx(angle))) {
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if (rotation_mode == ROTATION_Y) {
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// assuming we're referring to global Y-axis. is this correct?
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axis.x = 0;
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axis.z = 0;
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} else if (rotation_mode == ROTATION_XY) {
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axis.z = 0;
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} else if (rotation_mode == ROTATION_XYZ) {
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// all components are allowed
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}
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if (likely(!Math::is_zero_approx(axis.length()))) {
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t.rotate_basis(axis.normalized(), angle);
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}
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}
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// do the additional tilting
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float tilt_angle = c->interpolate_baked_tilt(offset);
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Vector3 tilt_axis = t_cur; // not sure what tilt is supposed to do, is this correct??
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if (likely(!Math::is_zero_approx(Math::abs(tilt_angle)))) {
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if (rotation_mode == ROTATION_Y) {
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tilt_axis.x = 0;
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tilt_axis.z = 0;
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} else if (rotation_mode == ROTATION_XY) {
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tilt_axis.z = 0;
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} else if (rotation_mode == ROTATION_XYZ) {
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// all components are allowed
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}
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if (likely(!Math::is_zero_approx(tilt_axis.length()))) {
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t.rotate_basis(tilt_axis.normalized(), tilt_angle);
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}
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}
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}
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t.translate(Vector3(h_offset, v_offset, 0));
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} else {
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t.origin = pos + Vector3(h_offset, v_offset, 0);
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}
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set_transform(t);
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}
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void PathFollow3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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Node *parent = get_parent();
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if (parent) {
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path = Object::cast_to<Path3D>(parent);
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if (path) {
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_update_transform(false);
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}
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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path = nullptr;
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} break;
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}
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}
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void PathFollow3D::set_cubic_interpolation(bool p_enable) {
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cubic = p_enable;
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}
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bool PathFollow3D::get_cubic_interpolation() const {
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return cubic;
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}
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void PathFollow3D::_validate_property(PropertyInfo &property) const {
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if (property.name == "offset") {
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float max = 10000;
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if (path && path->get_curve().is_valid()) {
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max = path->get_curve()->get_baked_length();
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}
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property.hint_string = "0," + rtos(max) + ",0.01,or_lesser,or_greater";
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}
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}
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TypedArray<String> PathFollow3D::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (is_visible_in_tree() && is_inside_tree()) {
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if (!Object::cast_to<Path3D>(get_parent())) {
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warnings.push_back(TTR("PathFollow3D only works when set as a child of a Path3D node."));
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} else {
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Path3D *path = Object::cast_to<Path3D>(get_parent());
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if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) {
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warnings.push_back(TTR("PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path3D's Curve resource."));
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}
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}
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}
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return warnings;
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}
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void PathFollow3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &PathFollow3D::set_offset);
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ClassDB::bind_method(D_METHOD("get_offset"), &PathFollow3D::get_offset);
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ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &PathFollow3D::set_h_offset);
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ClassDB::bind_method(D_METHOD("get_h_offset"), &PathFollow3D::get_h_offset);
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ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &PathFollow3D::set_v_offset);
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ClassDB::bind_method(D_METHOD("get_v_offset"), &PathFollow3D::get_v_offset);
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ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &PathFollow3D::set_unit_offset);
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ClassDB::bind_method(D_METHOD("get_unit_offset"), &PathFollow3D::get_unit_offset);
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ClassDB::bind_method(D_METHOD("set_rotation_mode", "rotation_mode"), &PathFollow3D::set_rotation_mode);
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ClassDB::bind_method(D_METHOD("get_rotation_mode"), &PathFollow3D::get_rotation_mode);
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ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enable"), &PathFollow3D::set_cubic_interpolation);
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ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &PathFollow3D::get_cubic_interpolation);
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ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow3D::set_loop);
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ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow3D::has_loop);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser,or_greater"), "set_offset", "get_offset");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset"), "set_h_offset", "get_h_offset");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset"), "set_v_offset", "get_v_offset");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ,Oriented"), "set_rotation_mode", "get_rotation_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
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BIND_ENUM_CONSTANT(ROTATION_NONE);
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BIND_ENUM_CONSTANT(ROTATION_Y);
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BIND_ENUM_CONSTANT(ROTATION_XY);
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BIND_ENUM_CONSTANT(ROTATION_XYZ);
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BIND_ENUM_CONSTANT(ROTATION_ORIENTED);
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}
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void PathFollow3D::set_offset(float p_offset) {
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delta_offset = p_offset - offset;
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offset = p_offset;
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if (path) {
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if (path->get_curve().is_valid()) {
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float path_length = path->get_curve()->get_baked_length();
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if (loop) {
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offset = Math::fposmod(offset, path_length);
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if (!Math::is_zero_approx(p_offset) && Math::is_zero_approx(offset)) {
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offset = path_length;
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}
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} else {
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offset = CLAMP(offset, 0, path_length);
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}
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}
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_update_transform();
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}
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}
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void PathFollow3D::set_h_offset(float p_h_offset) {
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h_offset = p_h_offset;
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if (path) {
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_update_transform();
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}
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}
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float PathFollow3D::get_h_offset() const {
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return h_offset;
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}
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void PathFollow3D::set_v_offset(float p_v_offset) {
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v_offset = p_v_offset;
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if (path) {
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_update_transform();
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}
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}
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float PathFollow3D::get_v_offset() const {
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return v_offset;
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}
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float PathFollow3D::get_offset() const {
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return offset;
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}
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void PathFollow3D::set_unit_offset(float p_unit_offset) {
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if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
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set_offset(p_unit_offset * path->get_curve()->get_baked_length());
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}
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}
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float PathFollow3D::get_unit_offset() const {
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if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
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return get_offset() / path->get_curve()->get_baked_length();
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} else {
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return 0;
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}
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}
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void PathFollow3D::set_rotation_mode(RotationMode p_rotation_mode) {
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rotation_mode = p_rotation_mode;
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update_configuration_warnings();
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_update_transform();
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}
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PathFollow3D::RotationMode PathFollow3D::get_rotation_mode() const {
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return rotation_mode;
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}
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void PathFollow3D::set_loop(bool p_loop) {
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loop = p_loop;
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}
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bool PathFollow3D::has_loop() const {
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return loop;
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}
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