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Add relative option to LookAt/AimModifier3D
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6 changed files with 62 additions and 5 deletions
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@ -24,6 +24,13 @@
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Returns the axis of the first rotation. It is enabled only if [method is_using_euler] is [code]true[/code].
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</description>
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</method>
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<method name="is_relative" qualifiers="const">
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<return type="bool" />
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<param index="0" name="index" type="int" />
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<description>
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Returns [code]true[/code] if the relative option is enabled in the setting at [param index].
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</description>
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</method>
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<method name="is_using_euler" qualifiers="const">
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<return type="bool" />
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<param index="0" name="index" type="int" />
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@ -54,6 +61,16 @@
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Sets the axis of the first rotation. It is enabled only if [method is_using_euler] is [code]true[/code].
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</description>
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</method>
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<method name="set_relative">
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<return type="void" />
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<param index="0" name="index" type="int" />
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<param index="1" name="enabled" type="bool" />
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<description>
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Sets relative option in the setting at [param index] to [param enabled].
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If sets [param enabled] to [code]true[/code], the rotation is applied relative to the pose.
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If sets [param enabled] to [code]false[/code], the rotation is applied relative to the rest. It means to replace the current pose with the [AimModifier3D]'s result.
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</description>
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</method>
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<method name="set_use_euler">
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<return type="void" />
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<param index="0" name="index" type="int" />
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@ -91,6 +91,9 @@
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<member name="primary_rotation_axis" type="int" setter="set_primary_rotation_axis" getter="get_primary_rotation_axis" enum="Vector3.Axis" default="1">
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The axis of the first rotation. This [SkeletonModifier3D] works by compositing the rotation by Euler angles to prevent to rotate the [member forward_axis].
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</member>
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<member name="relative" type="bool" setter="set_relative" getter="is_relative" default="true">
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The relative option. If [code]true[/code], the rotation is applied relative to the pose. If [code]false[/code], the rotation is applied relative to the rest. It means to replace the current pose with the [LookAtModifier3D]'s result.
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</member>
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<member name="secondary_damp_threshold" type="float" setter="set_secondary_damp_threshold" getter="get_secondary_damp_threshold">
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The threshold to start damping for [member secondary_limit_angle].
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</member>
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@ -47,6 +47,8 @@ bool AimModifier3D::_set(const StringName &p_path, const Variant &p_value) {
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set_primary_rotation_axis(which, static_cast<Vector3::Axis>((int)p_value));
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} else if (what == "use_secondary_rotation") {
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set_use_secondary_rotation(which, p_value);
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} else if (what == "relative") {
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set_relative(which, p_value);
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} else {
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return false;
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}
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@ -70,6 +72,8 @@ bool AimModifier3D::_get(const StringName &p_path, Variant &r_ret) const {
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r_ret = (int)get_primary_rotation_axis(which);
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} else if (what == "use_secondary_rotation") {
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r_ret = is_using_secondary_rotation(which);
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} else if (what == "relative") {
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r_ret = is_relative(which);
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} else {
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return false;
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}
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@ -88,6 +92,7 @@ void AimModifier3D::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_euler"));
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p_list->push_back(PropertyInfo(Variant::INT, path + "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z", rotation_usage));
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_secondary_rotation", PROPERTY_HINT_NONE, "", rotation_usage));
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "relative"));
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}
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}
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@ -158,6 +163,18 @@ bool AimModifier3D::is_using_secondary_rotation(int p_index) const {
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return setting->use_secondary_rotation;
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}
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void AimModifier3D::set_relative(int p_index, bool p_enabled) {
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ERR_FAIL_INDEX(p_index, (int)settings.size());
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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setting->relative = p_enabled;
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}
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bool AimModifier3D::is_relative(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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return setting->relative;
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}
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void AimModifier3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_forward_axis", "index", "axis"), &AimModifier3D::set_forward_axis);
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ClassDB::bind_method(D_METHOD("get_forward_axis", "index"), &AimModifier3D::get_forward_axis);
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@ -167,6 +184,8 @@ void AimModifier3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_primary_rotation_axis", "index"), &AimModifier3D::get_primary_rotation_axis);
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ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "index", "enabled"), &AimModifier3D::set_use_secondary_rotation);
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ClassDB::bind_method(D_METHOD("is_using_secondary_rotation", "index"), &AimModifier3D::is_using_secondary_rotation);
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ClassDB::bind_method(D_METHOD("set_relative", "index", "enabled"), &AimModifier3D::set_relative);
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ClassDB::bind_method(D_METHOD("is_relative", "index"), &AimModifier3D::is_relative);
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ADD_ARRAY_COUNT("Settings", "setting_count", "set_setting_count", "get_setting_count", "settings/");
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}
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@ -193,7 +212,7 @@ void AimModifier3D::_process_aim(int p_index, Skeleton3D *p_skeleton, int p_appl
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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// Prepare forward_vector and rest.
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Transform3D src_bone_rest = p_skeleton->get_bone_rest(p_apply_bone);
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Transform3D src_bone_rest = setting->relative ? p_skeleton->get_bone_pose(p_apply_bone) : p_skeleton->get_bone_rest(p_apply_bone);
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Transform3D bone_rest_space;
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int parent_bone = p_skeleton->get_bone_parent(p_apply_bone);
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if (parent_bone < 0) {
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@ -41,6 +41,7 @@ public:
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bool use_euler = false;
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Vector3::Axis primary_rotation_axis = Vector3::AXIS_X;
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bool use_secondary_rotation = true;
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bool relative = true;
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};
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protected:
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@ -65,6 +66,8 @@ public:
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Vector3::Axis get_primary_rotation_axis(int p_index) const;
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void set_use_secondary_rotation(int p_index, bool p_enabled);
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bool is_using_secondary_rotation(int p_index) const;
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void set_relative(int p_index, bool p_enabled);
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bool is_relative(int p_index) const;
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~AimModifier3D();
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};
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@ -143,6 +143,14 @@ bool LookAtModifier3D::is_using_secondary_rotation() const {
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return use_secondary_rotation;
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}
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void LookAtModifier3D::set_relative(bool p_enabled) {
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relative = p_enabled;
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}
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bool LookAtModifier3D::is_relative() const {
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return relative;
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}
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void LookAtModifier3D::set_target_node(const NodePath &p_target_node) {
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if (target_node != p_target_node) {
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init_transition();
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@ -394,9 +402,11 @@ void LookAtModifier3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_primary_rotation_axis"), &LookAtModifier3D::get_primary_rotation_axis);
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ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "enabled"), &LookAtModifier3D::set_use_secondary_rotation);
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ClassDB::bind_method(D_METHOD("is_using_secondary_rotation"), &LookAtModifier3D::is_using_secondary_rotation);
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ClassDB::bind_method(D_METHOD("set_relative", "enabled"), &LookAtModifier3D::set_relative);
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ClassDB::bind_method(D_METHOD("is_relative"), &LookAtModifier3D::is_relative);
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ClassDB::bind_method(D_METHOD("set_origin_safe_margin", "margin"), &LookAtModifier3D::set_origin_safe_margin);
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ClassDB::bind_method(D_METHOD("get_origin_safe_margin"), &LookAtModifier3D::get_origin_safe_margin);
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ClassDB::bind_method(D_METHOD("set_origin_from", "origin_from"), &LookAtModifier3D::set_origin_from);
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ClassDB::bind_method(D_METHOD("get_origin_from"), &LookAtModifier3D::get_origin_from);
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ClassDB::bind_method(D_METHOD("set_origin_bone_name", "bone_name"), &LookAtModifier3D::set_origin_bone_name);
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@ -460,6 +470,7 @@ void LookAtModifier3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "forward_axis", PROPERTY_HINT_ENUM, SkeletonModifier3D::get_hint_bone_axis()), "set_forward_axis", "get_forward_axis");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_primary_rotation_axis", "get_primary_rotation_axis");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_secondary_rotation"), "set_use_secondary_rotation", "is_using_secondary_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "relative"), "set_relative", "is_relative");
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ADD_GROUP("Origin Settings", "origin_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_from", PROPERTY_HINT_ENUM, "Self,SpecificBone,ExternalNode"), "set_origin_from", "get_origin_from");
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@ -506,14 +517,15 @@ void LookAtModifier3D::_process_modification(double p_delta) {
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}
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// Calculate bone rest space in the world.
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Transform3D bone_rest = relative ? skeleton->get_bone_pose(bone) : skeleton->get_bone_rest(bone);
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Transform3D bone_rest_space;
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int parent_bone = skeleton->get_bone_parent(bone);
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if (parent_bone < 0) {
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bone_rest_space = skeleton->get_global_transform_interpolated();
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bone_rest_space.translate_local(skeleton->get_bone_rest(bone).origin);
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bone_rest_space.translate_local(bone_rest.origin);
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} else {
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bone_rest_space = skeleton->get_global_transform_interpolated() * skeleton->get_bone_global_pose(parent_bone);
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bone_rest_space.translate_local(skeleton->get_bone_rest(bone).origin);
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bone_rest_space.translate_local(bone_rest.origin);
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}
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// Calculate forward_vector and destination.
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@ -543,7 +555,7 @@ void LookAtModifier3D::_process_modification(double p_delta) {
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destination = skeleton->get_bone_pose_rotation(bone);
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forward_vector = Vector3(0, 0, 0); // The zero-vector to be used for checking in the line immediately below to avoid animation glitch.
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} else {
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destination = look_at_with_axes(skeleton->get_bone_rest(bone)).basis.get_rotation_quaternion();
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destination = look_at_with_axes(bone_rest).basis.get_rotation_quaternion();
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}
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}
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@ -53,6 +53,7 @@ private:
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Vector3::Axis primary_rotation_axis = Vector3::AXIS_Y;
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Vector3::Axis secondary_rotation_axis = Vector3::AXIS_X;
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bool use_secondary_rotation = true;
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bool relative = true;
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OriginFrom origin_from = ORIGIN_FROM_SELF;
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String origin_bone_name;
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@ -123,6 +124,8 @@ public:
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Vector3::Axis get_primary_rotation_axis() const;
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void set_use_secondary_rotation(bool p_enabled);
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bool is_using_secondary_rotation() const;
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void set_relative(bool p_enabled);
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bool is_relative() const;
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void set_origin_from(OriginFrom p_origin_from);
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OriginFrom get_origin_from() const;
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