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344ed9ec6c
For `PROPERTY_HINT_ENUM` properties, enumerator names can be provided as a comma separated list. There're a few properties that add leading spaces to the names (e.g. `First, Second, Third`). These spaces are included in the Inspector dropdown, which is unexpected. It's better to leave the surrounding spaces untouched because it could be part of the resulting string value (the variable is a string enum). And most other enum hints don't contain surrounding whitespaces. This PR removes the spaces and documents this `PROPERTY_HINT_ENUM` behavior.
268 lines
11 KiB
C++
268 lines
11 KiB
C++
/*************************************************************************/
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/* skeleton_modification_3d_lookat.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "scene/resources/skeleton_modification_3d_lookat.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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bool SkeletonModification3DLookAt::_set(const StringName &p_path, const Variant &p_value) {
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if (p_path == "lock_rotation_to_plane") {
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set_lock_rotation_to_plane(p_value);
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} else if (p_path == "lock_rotation_plane") {
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set_lock_rotation_plane(p_value);
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} else if (p_path == "additional_rotation") {
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Vector3 tmp = p_value;
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tmp.x = Math::deg_to_rad(tmp.x);
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tmp.y = Math::deg_to_rad(tmp.y);
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tmp.z = Math::deg_to_rad(tmp.z);
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set_additional_rotation(tmp);
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}
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return true;
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}
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bool SkeletonModification3DLookAt::_get(const StringName &p_path, Variant &r_ret) const {
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if (p_path == "lock_rotation_to_plane") {
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r_ret = get_lock_rotation_to_plane();
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} else if (p_path == "lock_rotation_plane") {
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r_ret = get_lock_rotation_plane();
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} else if (p_path == "additional_rotation") {
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Vector3 tmp = get_additional_rotation();
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tmp.x = Math::rad_to_deg(tmp.x);
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tmp.y = Math::rad_to_deg(tmp.y);
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tmp.z = Math::rad_to_deg(tmp.z);
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r_ret = tmp;
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}
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return true;
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}
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void SkeletonModification3DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::BOOL, "lock_rotation_to_plane", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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if (lock_rotation_to_plane) {
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p_list->push_back(PropertyInfo(Variant::INT, "lock_rotation_plane", PROPERTY_HINT_ENUM, "X plane,Y plane,Z plane", PROPERTY_USAGE_DEFAULT));
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}
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p_list->push_back(PropertyInfo(Variant::VECTOR3, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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}
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void SkeletonModification3DLookAt::_execute(real_t p_delta) {
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ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
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"Modification is not setup and therefore cannot execute!");
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if (!enabled) {
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return;
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}
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if (target_node_cache.is_null()) {
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_print_execution_error(true, "Target cache is out of date. Attempting to update...");
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update_cache();
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return;
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}
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if (bone_idx <= -2) {
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bone_idx = stack->skeleton->find_bone(bone_name);
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}
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Node3D *target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
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if (_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
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return;
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}
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if (_print_execution_error(bone_idx <= -1, "Bone index is invalid. Cannot execute modification!")) {
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return;
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}
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Transform3D new_bone_trans = stack->skeleton->get_bone_local_pose_override(bone_idx);
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if (new_bone_trans == Transform3D()) {
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new_bone_trans = stack->skeleton->get_bone_pose(bone_idx);
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}
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Vector3 target_pos = stack->skeleton->global_pose_to_local_pose(bone_idx, stack->skeleton->world_transform_to_global_pose(target->get_global_transform())).origin;
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// Lock the rotation to a plane relative to the bone by changing the target position
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if (lock_rotation_to_plane) {
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if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_X) {
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target_pos.x = new_bone_trans.origin.x;
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} else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Y) {
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target_pos.y = new_bone_trans.origin.y;
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} else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Z) {
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target_pos.z = new_bone_trans.origin.z;
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}
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}
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// Look at the target!
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new_bone_trans = new_bone_trans.looking_at(target_pos, Vector3(0, 1, 0));
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// Convert from Z-forward to whatever direction the bone faces.
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stack->skeleton->update_bone_rest_forward_vector(bone_idx);
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new_bone_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(bone_idx, new_bone_trans.basis);
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// Apply additional rotation
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new_bone_trans.basis.rotate_local(Vector3(1, 0, 0), additional_rotation.x);
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new_bone_trans.basis.rotate_local(Vector3(0, 1, 0), additional_rotation.y);
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new_bone_trans.basis.rotate_local(Vector3(0, 0, 1), additional_rotation.z);
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stack->skeleton->set_bone_local_pose_override(bone_idx, new_bone_trans, stack->strength, true);
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stack->skeleton->force_update_bone_children_transforms(bone_idx);
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// If we completed it successfully, then we can set execution_error_found to false
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execution_error_found = false;
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}
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void SkeletonModification3DLookAt::_setup_modification(SkeletonModificationStack3D *p_stack) {
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stack = p_stack;
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if (stack != nullptr) {
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is_setup = true;
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execution_error_found = false;
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update_cache();
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}
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}
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void SkeletonModification3DLookAt::set_bone_name(String p_name) {
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bone_name = p_name;
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if (stack) {
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if (stack->skeleton) {
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bone_idx = stack->skeleton->find_bone(bone_name);
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}
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}
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execution_error_found = false;
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notify_property_list_changed();
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}
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String SkeletonModification3DLookAt::get_bone_name() const {
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return bone_name;
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}
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int SkeletonModification3DLookAt::get_bone_index() const {
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return bone_idx;
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}
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void SkeletonModification3DLookAt::set_bone_index(int p_bone_idx) {
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ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
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bone_idx = p_bone_idx;
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if (stack) {
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if (stack->skeleton) {
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bone_name = stack->skeleton->get_bone_name(p_bone_idx);
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}
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}
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execution_error_found = false;
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notify_property_list_changed();
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}
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void SkeletonModification3DLookAt::update_cache() {
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if (!is_setup || !stack) {
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_print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
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return;
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}
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target_node_cache = ObjectID();
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if (stack->skeleton) {
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if (stack->skeleton->is_inside_tree()) {
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if (stack->skeleton->has_node(target_node)) {
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Node *node = stack->skeleton->get_node(target_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update target cache: Node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update target cache: Node is not in the scene tree!");
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target_node_cache = node->get_instance_id();
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execution_error_found = false;
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}
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}
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}
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}
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void SkeletonModification3DLookAt::set_target_node(const NodePath &p_target_node) {
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target_node = p_target_node;
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update_cache();
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}
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NodePath SkeletonModification3DLookAt::get_target_node() const {
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return target_node;
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}
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Vector3 SkeletonModification3DLookAt::get_additional_rotation() const {
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return additional_rotation;
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}
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void SkeletonModification3DLookAt::set_additional_rotation(Vector3 p_offset) {
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additional_rotation = p_offset;
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}
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bool SkeletonModification3DLookAt::get_lock_rotation_to_plane() const {
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return lock_rotation_plane;
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}
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void SkeletonModification3DLookAt::set_lock_rotation_to_plane(bool p_lock_rotation) {
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lock_rotation_to_plane = p_lock_rotation;
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notify_property_list_changed();
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}
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int SkeletonModification3DLookAt::get_lock_rotation_plane() const {
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return lock_rotation_plane;
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}
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void SkeletonModification3DLookAt::set_lock_rotation_plane(int p_plane) {
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lock_rotation_plane = p_plane;
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}
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void SkeletonModification3DLookAt::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bone_name", "name"), &SkeletonModification3DLookAt::set_bone_name);
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ClassDB::bind_method(D_METHOD("get_bone_name"), &SkeletonModification3DLookAt::get_bone_name);
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ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification3DLookAt::set_bone_index);
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ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification3DLookAt::get_bone_index);
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ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DLookAt::set_target_node);
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ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DLookAt::get_target_node);
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ClassDB::bind_method(D_METHOD("set_additional_rotation", "additional_rotation"), &SkeletonModification3DLookAt::set_additional_rotation);
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ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification3DLookAt::get_additional_rotation);
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ClassDB::bind_method(D_METHOD("set_lock_rotation_to_plane", "lock_to_plane"), &SkeletonModification3DLookAt::set_lock_rotation_to_plane);
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ClassDB::bind_method(D_METHOD("get_lock_rotation_to_plane"), &SkeletonModification3DLookAt::get_lock_rotation_to_plane);
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ClassDB::bind_method(D_METHOD("set_lock_rotation_plane", "plane"), &SkeletonModification3DLookAt::set_lock_rotation_plane);
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ClassDB::bind_method(D_METHOD("get_lock_rotation_plane"), &SkeletonModification3DLookAt::get_lock_rotation_plane);
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
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}
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SkeletonModification3DLookAt::SkeletonModification3DLookAt() {
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stack = nullptr;
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is_setup = false;
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bone_name = "";
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bone_idx = -2;
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additional_rotation = Vector3();
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lock_rotation_to_plane = false;
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enabled = true;
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}
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SkeletonModification3DLookAt::~SkeletonModification3DLookAt() {
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}
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