Fix repeated updates of PathFollow3D Transform
Add optional parameter to specify whether applying rotation to the PathFollow3D's Transform is necessary, preventing erroneous updates.
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@ -84,7 +84,7 @@ void Path3D::_bind_methods() {
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//////////////
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void PathFollow3D::_update_transform() {
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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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@ -156,45 +156,47 @@ void PathFollow3D::_update_transform() {
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t.origin = pos;
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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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if (p_update_xyz_rot) { // 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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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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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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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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// 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(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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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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@ -213,7 +215,7 @@ void PathFollow3D::_notification(int p_what) {
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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();
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_update_transform(false);
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}
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}
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@ -75,7 +75,7 @@ private:
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bool loop;
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RotationMode rotation_mode;
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void _update_transform();
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void _update_transform(bool p_update_xyz_rot = true);
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protected:
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virtual void _validate_property(PropertyInfo &property) const;
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