d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
389 lines
10 KiB
C++
389 lines
10 KiB
C++
/*************************************************************************/
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/* path.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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.h"
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#include "scene/scene_string_names.h"
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void Path::_notification(int p_what) {
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#if 0
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if (p_what==NOTIFICATION_DRAW && curve.is_valid() && is_inside_scene() && get_scene()->is_editor_hint()) {
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//draw the curve!!
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for(int i=0;i<curve->get_point_count();i++) {
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Vector2 prev_p=curve->get_point_pos(i);
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for(int j=1;j<=8;j++) {
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real_t frac = j/8.0;
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Vector2 p = curve->interpolate(i,frac);
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draw_line(prev_p,p,Color(0.5,0.6,1.0,0.7),2);
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prev_p=p;
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}
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}
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}
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#endif
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}
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void Path::_curve_changed() {
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if (is_inside_tree() && get_tree()->is_editor_hint())
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update_gizmo();
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}
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void Path::set_curve(const Ref<Curve3D>& p_curve) {
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if (curve.is_valid()) {
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curve->disconnect("changed",this,"_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",this,"_curve_changed");
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}
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_curve_changed();
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}
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Ref<Curve3D> Path::get_curve() const{
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return curve;
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}
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void Path::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_curve","curve:Curve3D"),&Path::set_curve);
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ObjectTypeDB::bind_method(_MD("get_curve:Curve3D","curve"),&Path::get_curve);
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ObjectTypeDB::bind_method(_MD("_curve_changed"),&Path::_curve_changed);
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ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D"), _SCS("set_curve"),_SCS("get_curve"));
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}
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Path::Path() {
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set_curve(Ref<Curve3D>( memnew( Curve3D ))); //create one by default
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}
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//////////////
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void PathFollow::_update_transform() {
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if (!path)
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return;
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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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float o = offset;
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if (loop)
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o=Math::fposmod(o,c->get_baked_length());
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Vector3 pos = c->interpolate_baked(o,cubic);
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Transform t=get_transform();
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if (rotation_mode!=ROTATION_NONE) {
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Vector3 n = (c->interpolate_baked(o+lookahead,cubic)-pos).normalized();
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if (rotation_mode==ROTATION_Y) {
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n.y=0;
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n.normalize();
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}
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if (n.length()<CMP_EPSILON) {//nothing, use previous
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n=-t.get_basis().get_axis(2).normalized();
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}
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Vector3 up = Vector3(0,1,0);
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if (rotation_mode==ROTATION_XYZ) {
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float tilt = c->interpolate_baked_tilt(o);
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if (tilt!=0) {
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Matrix3 rot(-n,tilt); //remember.. lookat will be znegative.. znegative!! we abide by opengl clan.
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up=rot.xform(up);
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}
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}
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t.set_look_at(pos,pos+n,up);
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} else {
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t.origin=pos;
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}
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t.origin+=t.basis.get_axis(0)*h_offset + t.basis.get_axis(1)*v_offset;
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set_transform(t);
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}
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void PathFollow::_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=parent->cast_to<Path>();
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if (path) {
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_update_transform();
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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=NULL;
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} break;
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}
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}
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void PathFollow::set_cubic_interpolation(bool p_enable) {
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cubic=p_enable;
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}
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bool PathFollow::get_cubic_interpolation() const {
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return cubic;
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}
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bool PathFollow::_set(const StringName& p_name, const Variant& p_value) {
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if (p_name==SceneStringNames::get_singleton()->offset) {
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set_offset(p_value);
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} else if (p_name==SceneStringNames::get_singleton()->unit_offset) {
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set_unit_offset(p_value);
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} else if (p_name==SceneStringNames::get_singleton()->rotation_mode) {
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set_rotation_mode(RotationMode(p_value.operator int()));
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} else if (p_name==SceneStringNames::get_singleton()->v_offset) {
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set_v_offset(p_value);
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} else if (p_name==SceneStringNames::get_singleton()->h_offset) {
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set_h_offset(p_value);
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} else if (String(p_name)=="cubic_interp") {
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set_cubic_interpolation(p_value);
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} else if (String(p_name)=="loop") {
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set_loop(p_value);
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} else if (String(p_name)=="lookahead") {
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set_lookahead(p_value);
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} else
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return false;
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return true;
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}
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bool PathFollow::_get(const StringName& p_name,Variant &r_ret) const{
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if (p_name==SceneStringNames::get_singleton()->offset) {
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r_ret=get_offset();
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} else if (p_name==SceneStringNames::get_singleton()->unit_offset) {
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r_ret=get_unit_offset();
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} else if (p_name==SceneStringNames::get_singleton()->rotation_mode) {
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r_ret=get_rotation_mode();
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} else if (p_name==SceneStringNames::get_singleton()->v_offset) {
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r_ret=get_v_offset();
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} else if (p_name==SceneStringNames::get_singleton()->h_offset) {
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r_ret=get_h_offset();
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} else if (String(p_name)=="cubic_interp") {
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r_ret=cubic;
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} else if (String(p_name)=="loop") {
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r_ret=loop;
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} else if (String(p_name)=="lookahead") {
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r_ret=lookahead;
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} else
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return false;
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return true;
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}
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void PathFollow::_get_property_list( List<PropertyInfo> *p_list) const{
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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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p_list->push_back( PropertyInfo( Variant::REAL, "offset", PROPERTY_HINT_RANGE,"0,"+rtos(max)+",0.01"));
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p_list->push_back( PropertyInfo( Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE,"0,1,0.0001",PROPERTY_USAGE_EDITOR));
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p_list->push_back( PropertyInfo( Variant::REAL, "h_offset") );
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p_list->push_back( PropertyInfo( Variant::REAL, "v_offset") );
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p_list->push_back( PropertyInfo( Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM,"None,Y,XY,XYZ"));
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p_list->push_back( PropertyInfo( Variant::BOOL, "cubic_interp"));
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p_list->push_back( PropertyInfo( Variant::BOOL, "loop"));
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p_list->push_back( PropertyInfo( Variant::REAL, "lookahead",PROPERTY_HINT_RANGE,"0.001,1024.0,0.001"));
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}
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void PathFollow::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_offset","offset"),&PathFollow::set_offset);
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ObjectTypeDB::bind_method(_MD("get_offset"),&PathFollow::get_offset);
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ObjectTypeDB::bind_method(_MD("set_h_offset","h_offset"),&PathFollow::set_h_offset);
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ObjectTypeDB::bind_method(_MD("get_h_offset"),&PathFollow::get_h_offset);
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ObjectTypeDB::bind_method(_MD("set_v_offset","v_offset"),&PathFollow::set_v_offset);
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ObjectTypeDB::bind_method(_MD("get_v_offset"),&PathFollow::get_v_offset);
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ObjectTypeDB::bind_method(_MD("set_unit_offset","unit_offset"),&PathFollow::set_unit_offset);
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ObjectTypeDB::bind_method(_MD("get_unit_offset"),&PathFollow::get_unit_offset);
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ObjectTypeDB::bind_method(_MD("set_rotation_mode","rotation_mode"),&PathFollow::set_rotation_mode);
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ObjectTypeDB::bind_method(_MD("get_rotation_mode"),&PathFollow::get_rotation_mode);
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ObjectTypeDB::bind_method(_MD("set_cubic_interpolation","enable"),&PathFollow::set_cubic_interpolation);
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ObjectTypeDB::bind_method(_MD("get_cubic_interpolation"),&PathFollow::get_cubic_interpolation);
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ObjectTypeDB::bind_method(_MD("set_loop","loop"),&PathFollow::set_loop);
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ObjectTypeDB::bind_method(_MD("has_loop"),&PathFollow::has_loop);
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BIND_CONSTANT( ROTATION_NONE );
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BIND_CONSTANT( ROTATION_Y );
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BIND_CONSTANT( ROTATION_XY );
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BIND_CONSTANT( ROTATION_XYZ );
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}
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void PathFollow::set_offset(float p_offset) {
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offset=p_offset;
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if (path)
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_update_transform();
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_change_notify("offset");
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_change_notify("unit_offset");
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}
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void PathFollow::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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float PathFollow::get_h_offset() const {
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return h_offset;
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}
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void PathFollow::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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float PathFollow::get_v_offset() const {
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return v_offset;
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}
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float PathFollow::get_offset() const{
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return offset;
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}
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void PathFollow::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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float PathFollow::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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void PathFollow::set_lookahead(float p_lookahead) {
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lookahead=p_lookahead;
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}
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float PathFollow::get_lookahead() const{
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return lookahead;
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}
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void PathFollow::set_rotation_mode(RotationMode p_rotation_mode) {
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rotation_mode=p_rotation_mode;
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_update_transform();
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}
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PathFollow::RotationMode PathFollow::get_rotation_mode() const {
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return rotation_mode;
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}
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void PathFollow::set_loop(bool p_loop) {
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loop=p_loop;
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}
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bool PathFollow::has_loop() const{
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return loop;
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}
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PathFollow::PathFollow() {
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offset=0;
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h_offset=0;
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v_offset=0;
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path=NULL;
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rotation_mode=ROTATION_XYZ;
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cubic=true;
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loop=true;
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lookahead=0.1;
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}
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