/*************************************************************************/ /* skeleton_modification_3d_lookat.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 "skeleton_modification_3d_lookat.h" #include "../nodes/skeleton.h" #include "skeleton_modification_stack_3d.h" bool SkeletonModification3DLookAt::_set(const StringName &p_path, const Variant &p_value) { if (p_path == "lock_rotation_to_plane") { set_lock_rotation_to_plane(p_value); } else if (p_path == "lock_rotation_plane") { set_lock_rotation_plane(p_value); } else if (p_path == "additional_rotation") { Vector3 tmp = p_value; tmp.x = Math::deg2rad(tmp.x); tmp.y = Math::deg2rad(tmp.y); tmp.z = Math::deg2rad(tmp.z); set_additional_rotation(tmp); } return true; } bool SkeletonModification3DLookAt::_get(const StringName &p_path, Variant &r_ret) const { if (p_path == "lock_rotation_to_plane") { r_ret = get_lock_rotation_to_plane(); } else if (p_path == "lock_rotation_plane") { r_ret = get_lock_rotation_plane(); } else if (p_path == "additional_rotation") { Vector3 tmp = get_additional_rotation(); tmp.x = Math::rad2deg(tmp.x); tmp.y = Math::rad2deg(tmp.y); tmp.z = Math::rad2deg(tmp.z); r_ret = tmp; } return true; } void SkeletonModification3DLookAt::_get_property_list(List *p_list) const { p_list->push_back(PropertyInfo(Variant::BOOL, "lock_rotation_to_plane", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); if (lock_rotation_to_plane) { p_list->push_back(PropertyInfo(Variant::INT, "lock_rotation_plane", PROPERTY_HINT_ENUM, "X plane, Y plane, Z plane", PROPERTY_USAGE_DEFAULT)); } p_list->push_back(PropertyInfo(Variant::VECTOR3, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); } void SkeletonModification3DLookAt::_execute(real_t p_delta) { ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr, "Modification is not setup and therefore cannot execute!"); if (!enabled) { return; } if (target_node_cache == 0) { _print_execution_error(true, "Target cache is out of date. Attempting to update..."); update_cache(); return; } if (bone_idx <= -2) { bone_idx = stack->skeleton->find_bone(bone_name); } Spatial *target = Object::cast_to(ObjectDB::get_instance(target_node_cache)); if (_print_execution_error(!target || !target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) { return; } if (_print_execution_error(bone_idx <= -1, "Bone index is invalid. Cannot execute modification!")) { return; } Transform new_bone_trans = stack->skeleton->get_bone_local_pose_override(bone_idx); if (new_bone_trans == Transform()) { new_bone_trans = stack->skeleton->get_bone_pose(bone_idx); } Vector3 target_pos = stack->skeleton->global_pose_to_local_pose(bone_idx, stack->skeleton->world_transform_to_global_pose(target->get_global_transform())).origin; // Lock the rotation to a plane relative to the bone by changing the target position if (lock_rotation_to_plane) { if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_X) { target_pos.x = new_bone_trans.origin.x; } else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Y) { target_pos.y = new_bone_trans.origin.y; } else if (lock_rotation_plane == ROTATION_PLANE::ROTATION_PLANE_Z) { target_pos.z = new_bone_trans.origin.z; } } // Look at the target! new_bone_trans = new_bone_trans.looking_at(target_pos, Vector3(0, 1, 0)); // Convert from Z-forward to whatever direction the bone faces. stack->skeleton->update_bone_rest_forward_vector(bone_idx); new_bone_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(bone_idx, new_bone_trans.basis); // Apply additional rotation new_bone_trans.basis.rotate_local(Vector3(1, 0, 0), additional_rotation.x); new_bone_trans.basis.rotate_local(Vector3(0, 1, 0), additional_rotation.y); new_bone_trans.basis.rotate_local(Vector3(0, 0, 1), additional_rotation.z); stack->skeleton->set_bone_local_pose_override(bone_idx, new_bone_trans, stack->strength, true); stack->skeleton->force_update_bone_children_transforms(bone_idx); // If we completed it successfully, then we can set execution_error_found to false execution_error_found = false; } void SkeletonModification3DLookAt::_setup_modification(Ref p_stack) { stack = p_stack.ptr(); if (stack != nullptr) { is_setup = true; execution_error_found = false; update_cache(); } } void SkeletonModification3DLookAt::set_bone_name(String p_name) { bone_name = p_name; if (stack) { if (stack->skeleton) { bone_idx = stack->skeleton->find_bone(bone_name); } } execution_error_found = false; property_list_changed_notify(); } String SkeletonModification3DLookAt::get_bone_name() const { return bone_name; } int SkeletonModification3DLookAt::get_bone_index() const { return bone_idx; } void SkeletonModification3DLookAt::set_bone_index(int p_bone_idx) { ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!"); bone_idx = p_bone_idx; if (stack) { if (stack->skeleton) { bone_name = stack->skeleton->get_bone_name(p_bone_idx); } } execution_error_found = false; property_list_changed_notify(); } void SkeletonModification3DLookAt::update_cache() { if (!is_setup || !stack) { _print_execution_error(true, "Cannot update target cache: modification is not properly setup!"); return; } target_node_cache = ObjectID(); if (stack->skeleton) { if (stack->skeleton->is_inside_tree()) { if (stack->skeleton->has_node(target_node)) { Node *node = stack->skeleton->get_node(target_node); ERR_FAIL_COND_MSG(!node || stack->skeleton == node, "Cannot update target cache: Node is this modification's skeleton or cannot be found!"); ERR_FAIL_COND_MSG(!node->is_inside_tree(), "Cannot update target cache: Node is not in the scene tree!"); target_node_cache = node->get_instance_id(); execution_error_found = false; } } } } void SkeletonModification3DLookAt::set_target_node(const NodePath &p_target_node) { target_node = p_target_node; update_cache(); } NodePath SkeletonModification3DLookAt::get_target_node() const { return target_node; } Vector3 SkeletonModification3DLookAt::get_additional_rotation() const { return additional_rotation; } void SkeletonModification3DLookAt::set_additional_rotation(Vector3 p_offset) { additional_rotation = p_offset; } bool SkeletonModification3DLookAt::get_lock_rotation_to_plane() const { return lock_rotation_plane; } void SkeletonModification3DLookAt::set_lock_rotation_to_plane(bool p_lock_rotation) { lock_rotation_to_plane = p_lock_rotation; property_list_changed_notify(); } int SkeletonModification3DLookAt::get_lock_rotation_plane() const { return lock_rotation_plane; } void SkeletonModification3DLookAt::set_lock_rotation_plane(int p_plane) { lock_rotation_plane = p_plane; } void SkeletonModification3DLookAt::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bone_name", "name"), &SkeletonModification3DLookAt::set_bone_name); ClassDB::bind_method(D_METHOD("get_bone_name"), &SkeletonModification3DLookAt::get_bone_name); ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification3DLookAt::set_bone_index); ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification3DLookAt::get_bone_index); ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DLookAt::set_target_node); ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DLookAt::get_target_node); ClassDB::bind_method(D_METHOD("set_additional_rotation", "additional_rotation"), &SkeletonModification3DLookAt::set_additional_rotation); ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification3DLookAt::get_additional_rotation); ClassDB::bind_method(D_METHOD("set_lock_rotation_to_plane", "lock_to_plane"), &SkeletonModification3DLookAt::set_lock_rotation_to_plane); ClassDB::bind_method(D_METHOD("get_lock_rotation_to_plane"), &SkeletonModification3DLookAt::get_lock_rotation_to_plane); ClassDB::bind_method(D_METHOD("set_lock_rotation_plane", "plane"), &SkeletonModification3DLookAt::set_lock_rotation_plane); ClassDB::bind_method(D_METHOD("get_lock_rotation_plane"), &SkeletonModification3DLookAt::get_lock_rotation_plane); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name"); ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Spatial"), "set_target_node", "get_target_node"); } SkeletonModification3DLookAt::SkeletonModification3DLookAt() { stack = nullptr; is_setup = false; bone_idx = -1; target_node_cache = 0; additional_rotation = Vector3(1, 0, 0); lock_rotation_to_plane = false; enabled = true; lock_rotation_plane = ROTATION_PLANE_X; } SkeletonModification3DLookAt::~SkeletonModification3DLookAt() { }