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Diffstat (limited to 'scene/3d/path_3d.cpp')
-rw-r--r-- | scene/3d/path_3d.cpp | 394 |
1 files changed, 394 insertions, 0 deletions
diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp new file mode 100644 index 0000000000..bf69a8598d --- /dev/null +++ b/scene/3d/path_3d.cpp @@ -0,0 +1,394 @@ +/*************************************************************************/ +/* path_3d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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" + +#include "core/engine.h" +#include "scene/scene_string_names.h" + +void Path3D::_notification(int p_what) { +} + +void Path3D::_curve_changed() { + if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) { + update_gizmo(); + } + if (is_inside_tree()) { + emit_signal("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_warning(); + } + } + } +} + +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; + } + + if (delta_offset == 0) { + return; + } + + float bl = c->get_baked_length(); + if (bl == 0.0) { + return; + } + float bi = c->get_bake_interval(); + float o_next = offset + bi; + + if (loop) { + o_next = Math::fposmod(o_next, bl); + } else if (rotation_mode == ROTATION_ORIENTED && o_next >= bl) { + o_next = bl; + } + + Vector3 pos = c->interpolate_baked(offset, cubic); + Transform 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; + + 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(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) { // 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)); + + 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 + 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(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") { + float 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"; + } +} + +String PathFollow3D::get_configuration_warning() const { + if (!is_visible_in_tree() || !is_inside_tree()) { + return String(); + } + + if (!Object::cast_to<Path3D>(get_parent())) { + return TTR("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) { + return TTR("PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path3D's Curve resource."); + } + } + + return String(); +} + +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"), "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"), "set_h_offset", "get_h_offset"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset"), "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(float p_offset) { + delta_offset = p_offset - offset; + offset = p_offset; + + if (path) { + if (path->get_curve().is_valid()) { + float path_length = path->get_curve()->get_baked_length(); + + if (loop) { + 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(); + } + _change_notify("offset"); + _change_notify("unit_offset"); +} + +void PathFollow3D::set_h_offset(float p_h_offset) { + h_offset = p_h_offset; + if (path) { + _update_transform(); + } +} + +float PathFollow3D::get_h_offset() const { + return h_offset; +} + +void PathFollow3D::set_v_offset(float p_v_offset) { + v_offset = p_v_offset; + if (path) { + _update_transform(); + } +} + +float PathFollow3D::get_v_offset() const { + return v_offset; +} + +float PathFollow3D::get_offset() const { + return offset; +} + +void PathFollow3D::set_unit_offset(float 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()); + } +} + +float 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_warning(); + _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; +} + +PathFollow3D::PathFollow3D() { + offset = 0; + delta_offset = 0; + h_offset = 0; + v_offset = 0; + path = nullptr; + rotation_mode = ROTATION_XYZ; + cubic = true; + loop = true; +} |