godot/scene/3d/path_3d.cpp

389 lines
13 KiB
C++

/*************************************************************************/
/* path_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "path_3d.h"
void Path3D::_curve_changed() {
if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
update_gizmos();
}
if (is_inside_tree()) {
emit_signal(SNAME("curve_changed"));
}
// update the configuration warnings of all children of type PathFollow
// previously used for PathFollowOriented (now enforced orientation is done in PathFollow)
if (is_inside_tree()) {
for (int i = 0; i < get_child_count(); i++) {
PathFollow3D *child = Object::cast_to<PathFollow3D>(get_child(i));
if (child) {
child->update_configuration_warnings();
}
}
}
}
void Path3D::set_curve(const Ref<Curve3D> &p_curve) {
if (curve.is_valid()) {
curve->disconnect("changed", callable_mp(this, &Path3D::_curve_changed));
}
curve = p_curve;
if (curve.is_valid()) {
curve->connect("changed", callable_mp(this, &Path3D::_curve_changed));
}
_curve_changed();
}
Ref<Curve3D> Path3D::get_curve() const {
return curve;
}
void Path3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path3D::set_curve);
ClassDB::bind_method(D_METHOD("get_curve"), &Path3D::get_curve);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_curve", "get_curve");
ADD_SIGNAL(MethodInfo("curve_changed"));
}
//////////////
void PathFollow3D::_update_transform(bool p_update_xyz_rot) {
if (!path) {
return;
}
Ref<Curve3D> c = path->get_curve();
if (!c.is_valid()) {
return;
}
real_t bl = c->get_baked_length();
if (bl == 0.0) {
return;
}
real_t bi = c->get_bake_interval();
real_t o_next = offset + bi;
real_t o_prev = offset - bi;
if (loop) {
o_next = Math::fposmod(o_next, bl);
o_prev = Math::fposmod(o_prev, bl);
} else if (rotation_mode == ROTATION_ORIENTED) {
if (o_next >= bl) {
o_next = bl;
}
if (o_prev <= 0) {
o_prev = 0;
}
}
Vector3 pos = c->interpolate_baked(offset, cubic);
Transform3D t = get_transform();
// Vector3 pos_offset = Vector3(h_offset, v_offset, 0); not used in all cases
// will be replaced by "Vector3(h_offset, v_offset, 0)" where it was formerly used
if (rotation_mode == ROTATION_ORIENTED) {
Vector3 forward = c->interpolate_baked(o_next, cubic) - pos;
// Try with the previous position
if (forward.length_squared() < CMP_EPSILON2) {
forward = pos - c->interpolate_baked(o_prev, cubic);
}
if (forward.length_squared() < CMP_EPSILON2) {
forward = Vector3(0, 0, 1);
} else {
forward.normalize();
}
Vector3 up = c->interpolate_baked_up_vector(offset, true);
if (o_next < offset) {
Vector3 up1 = c->interpolate_baked_up_vector(o_next, true);
Vector3 axis = up.cross(up1);
if (axis.length_squared() < CMP_EPSILON2) {
axis = forward;
} else {
axis.normalize();
}
up.rotate(axis, up.angle_to(up1) * 0.5f);
}
Vector3 scale = t.basis.get_scale();
Vector3 sideways = up.cross(forward).normalized();
up = forward.cross(sideways).normalized();
t.basis.set_columns(sideways, up, forward);
t.basis.scale_local(scale);
t.origin = pos + sideways * h_offset + up * v_offset;
} else if (rotation_mode != ROTATION_NONE) {
// perform parallel transport
//
// see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example
// for a discussion about why not Frenet frame.
t.origin = pos;
if (p_update_xyz_rot && prev_offset != offset) { // Only update rotation if some parameter has changed - i.e. not on addition to scene tree.
real_t sample_distance = bi * 0.01;
Vector3 t_prev_pos_a = c->interpolate_baked(prev_offset - sample_distance, cubic);
Vector3 t_prev_pos_b = c->interpolate_baked(prev_offset + sample_distance, cubic);
Vector3 t_cur_pos_a = c->interpolate_baked(offset - sample_distance, cubic);
Vector3 t_cur_pos_b = c->interpolate_baked(offset + sample_distance, cubic);
Vector3 t_prev = (t_prev_pos_a - t_prev_pos_b).normalized();
Vector3 t_cur = (t_cur_pos_a - t_cur_pos_b).normalized();
Vector3 axis = t_prev.cross(t_cur);
real_t dot = t_prev.dot(t_cur);
real_t 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(axis.length()))) {
t.rotate_basis(axis.normalized(), angle);
}
}
// do the additional tilting
real_t 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(tilt_axis.length()))) {
t.rotate_basis(tilt_axis.normalized(), tilt_angle);
}
}
}
t.translate(Vector3(h_offset, v_offset, 0));
} else {
t.origin = pos + Vector3(h_offset, v_offset, 0);
}
set_transform(t);
}
void PathFollow3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Node *parent = get_parent();
if (parent) {
path = Object::cast_to<Path3D>(parent);
if (path) {
_update_transform(false);
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
path = nullptr;
} break;
}
}
void PathFollow3D::set_cubic_interpolation(bool p_enable) {
cubic = p_enable;
}
bool PathFollow3D::get_cubic_interpolation() const {
return cubic;
}
void PathFollow3D::_validate_property(PropertyInfo &property) const {
if (property.name == "offset") {
real_t max = 10000;
if (path && path->get_curve().is_valid()) {
max = path->get_curve()->get_baked_length();
}
property.hint_string = "0," + rtos(max) + ",0.01,or_lesser,or_greater";
}
Node3D::_validate_property(property);
}
TypedArray<String> PathFollow3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (is_visible_in_tree() && is_inside_tree()) {
if (!Object::cast_to<Path3D>(get_parent())) {
warnings.push_back(RTR("PathFollow3D only works when set as a child of a Path3D node."));
} else {
Path3D *path = Object::cast_to<Path3D>(get_parent());
if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) {
warnings.push_back(RTR("PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path3D's Curve resource."));
}
}
}
return warnings;
}
void PathFollow3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &PathFollow3D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &PathFollow3D::get_offset);
ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &PathFollow3D::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &PathFollow3D::get_h_offset);
ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &PathFollow3D::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &PathFollow3D::get_v_offset);
ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &PathFollow3D::set_unit_offset);
ClassDB::bind_method(D_METHOD("get_unit_offset"), &PathFollow3D::get_unit_offset);
ClassDB::bind_method(D_METHOD("set_rotation_mode", "rotation_mode"), &PathFollow3D::set_rotation_mode);
ClassDB::bind_method(D_METHOD("get_rotation_mode"), &PathFollow3D::get_rotation_mode);
ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enable"), &PathFollow3D::set_cubic_interpolation);
ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &PathFollow3D::get_cubic_interpolation);
ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow3D::set_loop);
ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow3D::has_loop);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser,or_greater,suffix:m"), "set_offset", "get_offset");
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");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ,Oriented"), "set_rotation_mode", "get_rotation_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
BIND_ENUM_CONSTANT(ROTATION_NONE);
BIND_ENUM_CONSTANT(ROTATION_Y);
BIND_ENUM_CONSTANT(ROTATION_XY);
BIND_ENUM_CONSTANT(ROTATION_XYZ);
BIND_ENUM_CONSTANT(ROTATION_ORIENTED);
}
void PathFollow3D::set_offset(real_t p_offset) {
prev_offset = offset;
offset = p_offset;
if (path) {
if (path->get_curve().is_valid()) {
real_t path_length = path->get_curve()->get_baked_length();
if (loop && path_length) {
offset = Math::fposmod(offset, path_length);
if (!Math::is_zero_approx(p_offset) && Math::is_zero_approx(offset)) {
offset = path_length;
}
} else {
offset = CLAMP(offset, 0, path_length);
}
}
_update_transform();
}
}
void PathFollow3D::set_h_offset(real_t p_h_offset) {
h_offset = p_h_offset;
if (path) {
_update_transform();
}
}
real_t PathFollow3D::get_h_offset() const {
return h_offset;
}
void PathFollow3D::set_v_offset(real_t p_v_offset) {
v_offset = p_v_offset;
if (path) {
_update_transform();
}
}
real_t PathFollow3D::get_v_offset() const {
return v_offset;
}
real_t PathFollow3D::get_offset() const {
return offset;
}
void PathFollow3D::set_unit_offset(real_t p_unit_offset) {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
set_offset(p_unit_offset * path->get_curve()->get_baked_length());
}
}
real_t PathFollow3D::get_unit_offset() const {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
return get_offset() / path->get_curve()->get_baked_length();
} else {
return 0;
}
}
void PathFollow3D::set_rotation_mode(RotationMode p_rotation_mode) {
rotation_mode = p_rotation_mode;
update_configuration_warnings();
_update_transform();
}
PathFollow3D::RotationMode PathFollow3D::get_rotation_mode() const {
return rotation_mode;
}
void PathFollow3D::set_loop(bool p_loop) {
loop = p_loop;
}
bool PathFollow3D::has_loop() const {
return loop;
}