From be3a1769fee6aab1a05176f41f2a03e095366fab Mon Sep 17 00:00:00 2001 From: Maganty Rushyendra Date: Wed, 8 Jul 2020 10:06:02 +0800 Subject: [PATCH] Fix repeated updates of PathFollow3D Transform Add optional parameter to specify whether applying rotation to the PathFollow3D's Transform is necessary, preventing erroneous updates. --- scene/3d/path_3d.cpp | 72 +++++++++++++++++++++++--------------------- scene/3d/path_3d.h | 2 +- 2 files changed, 38 insertions(+), 36 deletions(-) diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp index 40d988ff9f0..bf69a8598d3 100644 --- a/scene/3d/path_3d.cpp +++ b/scene/3d/path_3d.cpp @@ -84,7 +84,7 @@ void Path3D::_bind_methods() { ////////////// -void PathFollow3D::_update_transform() { +void PathFollow3D::_update_transform(bool p_update_xyz_rot) { if (!path) { return; } @@ -156,45 +156,47 @@ void PathFollow3D::_update_transform() { t.origin = pos; - Vector3 t_prev = (pos - c->interpolate_baked(offset - delta_offset, cubic)).normalized(); - Vector3 t_cur = (c->interpolate_baked(offset + delta_offset, cubic) - pos).normalized(); + if (p_update_xyz_rot) { // Only update rotation if some parameter has changed - i.e. not on addition to scene tree + Vector3 t_prev = (pos - c->interpolate_baked(offset - delta_offset, cubic)).normalized(); + Vector3 t_cur = (c->interpolate_baked(offset + delta_offset, cubic) - pos).normalized(); - Vector3 axis = t_prev.cross(t_cur); - float dot = t_prev.dot(t_cur); - float angle = Math::acos(CLAMP(dot, -1, 1)); + Vector3 axis = t_prev.cross(t_cur); + float dot = t_prev.dot(t_cur); + float angle = Math::acos(CLAMP(dot, -1, 1)); - if (likely(!Math::is_zero_approx(angle))) { - if (rotation_mode == ROTATION_Y) { - // assuming we're referring to global Y-axis. is this correct? - axis.x = 0; - axis.z = 0; - } else if (rotation_mode == ROTATION_XY) { - axis.z = 0; - } else if (rotation_mode == ROTATION_XYZ) { - // all components are allowed + if (likely(!Math::is_zero_approx(angle))) { + if (rotation_mode == ROTATION_Y) { + // assuming we're referring to global Y-axis. is this correct? + axis.x = 0; + axis.z = 0; + } else if (rotation_mode == ROTATION_XY) { + axis.z = 0; + } else if (rotation_mode == ROTATION_XYZ) { + // all components are allowed + } + + if (likely(!Math::is_zero_approx(axis.length()))) { + t.rotate_basis(axis.normalized(), angle); + } } - if (likely(!Math::is_zero_approx(axis.length()))) { - t.rotate_basis(axis.normalized(), angle); - } - } + // do the additional tilting + float tilt_angle = c->interpolate_baked_tilt(offset); + Vector3 tilt_axis = t_cur; // not sure what tilt is supposed to do, is this correct?? - // do the additional tilting - float tilt_angle = c->interpolate_baked_tilt(offset); - Vector3 tilt_axis = t_cur; // not sure what tilt is supposed to do, is this correct?? + if (likely(!Math::is_zero_approx(Math::abs(tilt_angle)))) { + if (rotation_mode == ROTATION_Y) { + tilt_axis.x = 0; + tilt_axis.z = 0; + } else if (rotation_mode == ROTATION_XY) { + tilt_axis.z = 0; + } else if (rotation_mode == ROTATION_XYZ) { + // all components are allowed + } - if (likely(!Math::is_zero_approx(Math::abs(tilt_angle)))) { - if (rotation_mode == ROTATION_Y) { - tilt_axis.x = 0; - tilt_axis.z = 0; - } else if (rotation_mode == ROTATION_XY) { - tilt_axis.z = 0; - } else if (rotation_mode == ROTATION_XYZ) { - // all components are allowed - } - - if (likely(!Math::is_zero_approx(tilt_axis.length()))) { - t.rotate_basis(tilt_axis.normalized(), tilt_angle); + if (likely(!Math::is_zero_approx(tilt_axis.length()))) { + t.rotate_basis(tilt_axis.normalized(), tilt_angle); + } } } @@ -213,7 +215,7 @@ void PathFollow3D::_notification(int p_what) { if (parent) { path = Object::cast_to(parent); if (path) { - _update_transform(); + _update_transform(false); } } diff --git a/scene/3d/path_3d.h b/scene/3d/path_3d.h index 7f227a8a6fa..9c50bd49060 100644 --- a/scene/3d/path_3d.h +++ b/scene/3d/path_3d.h @@ -75,7 +75,7 @@ private: bool loop; RotationMode rotation_mode; - void _update_transform(); + void _update_transform(bool p_update_xyz_rot = true); protected: virtual void _validate_property(PropertyInfo &property) const;