/*************************************************************************/ /* 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" Path3D::Path3D() { SceneTree *st = SceneTree::get_singleton(); if (st && st->is_debugging_paths_hint()) { debug_instance = RS::get_singleton()->instance_create(); set_notify_transform(true); _update_debug_mesh(); } } Path3D::~Path3D() { if (debug_instance.is_valid()) { RS::get_singleton()->free(debug_instance); } if (debug_mesh.is_valid()) { RS::get_singleton()->free(debug_mesh->get_rid()); } } void Path3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { SceneTree *st = SceneTree::get_singleton(); if (st && st->is_debugging_paths_hint()) { _update_debug_mesh(); } } break; case NOTIFICATION_EXIT_TREE: { SceneTree *st = SceneTree::get_singleton(); if (st && st->is_debugging_paths_hint()) { RS::get_singleton()->instance_set_visible(debug_instance, false); } } break; case NOTIFICATION_TRANSFORM_CHANGED: { if (is_inside_tree() && debug_instance.is_valid()) { RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform()); } } break; } } void Path3D::_update_debug_mesh() { SceneTree *st = SceneTree::get_singleton(); if (!(st && st->is_debugging_paths_hint())) { return; } if (!debug_mesh.is_valid()) { debug_mesh = Ref(memnew(ArrayMesh)); } if (!(curve.is_valid())) { RS::get_singleton()->instance_set_visible(debug_instance, false); return; } if (curve->get_point_count() < 2) { RS::get_singleton()->instance_set_visible(debug_instance, false); return; } Vector vertex_array; for (int i = 1; i < curve->get_point_count(); i++) { Vector3 line_end = curve->get_point_position(i); Vector3 line_start = curve->get_point_position(i - 1); vertex_array.push_back(line_start); vertex_array.push_back(line_end); } Array mesh_array; mesh_array.resize(Mesh::ARRAY_MAX); mesh_array[Mesh::ARRAY_VERTEX] = vertex_array; debug_mesh->clear_surfaces(); debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_array); RS::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid()); RS::get_singleton()->mesh_surface_set_material(debug_mesh->get_rid(), 0, st->get_debug_paths_material()->get_rid()); if (is_inside_tree()) { RS::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario()); RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform()); RS::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree()); } } 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(get_child(i)); if (child) { child->update_configuration_warnings(); } } } SceneTree *st = SceneTree::get_singleton(); if (st && st->is_debugging_paths_hint()) { _update_debug_mesh(); } } void Path3D::set_curve(const Ref &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 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 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 = progress + bi; real_t o_prev = progress - 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->sample_baked(progress, 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->sample_baked(o_next, cubic) - pos; // Try with the previous position if (forward.length_squared() < CMP_EPSILON2) { forward = pos - c->sample_baked(o_prev, cubic); } if (forward.length_squared() < CMP_EPSILON2) { forward = Vector3(0, 0, 1); } else { forward.normalize(); } Vector3 up = c->sample_baked_up_vector(progress, true); if (o_next < progress) { Vector3 up1 = c->sample_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 != progress) { // 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->sample_baked(prev_offset - sample_distance, cubic); Vector3 t_prev_pos_b = c->sample_baked(prev_offset + sample_distance, cubic); Vector3 t_cur_pos_a = c->sample_baked(progress - sample_distance, cubic); Vector3 t_cur_pos_b = c->sample_baked(progress + 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->sample_baked_tilt(progress); 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_local(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(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 &p_property) const { if (p_property.name == "offset") { real_t max = 10000; if (path && path->get_curve().is_valid()) { max = path->get_curve()->get_baked_length(); } p_property.hint_string = "0," + rtos(max) + ",0.01,or_less,or_greater"; } } PackedStringArray PathFollow3D::get_configuration_warnings() const { PackedStringArray warnings = Node::get_configuration_warnings(); if (is_visible_in_tree() && is_inside_tree()) { if (!Object::cast_to(get_parent())) { warnings.push_back(RTR("PathFollow3D only works when set as a child of a Path3D node.")); } else { Path3D *p = Object::cast_to(get_parent()); if (p->get_curve().is_valid() && !p->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_progress", "progress"), &PathFollow3D::set_progress); ClassDB::bind_method(D_METHOD("get_progress"), &PathFollow3D::get_progress); 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_progress_ratio", "ratio"), &PathFollow3D::set_progress_ratio); ClassDB::bind_method(D_METHOD("get_progress_ratio"), &PathFollow3D::get_progress_ratio); 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, "progress", PROPERTY_HINT_RANGE, "0,10000,0.01,or_less,or_greater,suffix:m"), "set_progress", "get_progress"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "progress_ratio", PROPERTY_HINT_RANGE, "0,1,0.0001,or_less,or_greater", PROPERTY_USAGE_EDITOR), "set_progress_ratio", "get_progress_ratio"); 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_progress(real_t p_progress) { ERR_FAIL_COND(!isfinite(p_progress)); prev_offset = progress; progress = p_progress; if (path) { if (path->get_curve().is_valid()) { real_t path_length = path->get_curve()->get_baked_length(); if (loop && path_length) { progress = Math::fposmod(progress, path_length); if (!Math::is_zero_approx(p_progress) && Math::is_zero_approx(progress)) { progress = path_length; } } else { progress = CLAMP(progress, 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_progress() const { return progress; } void PathFollow3D::set_progress_ratio(real_t p_ratio) { if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) { set_progress(p_ratio * path->get_curve()->get_baked_length()); } } real_t PathFollow3D::get_progress_ratio() const { if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) { return get_progress() / 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; }