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diff --git a/scene/3d/look_at_modifier_3d.cpp b/scene/3d/look_at_modifier_3d.cpp
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+++ b/scene/3d/look_at_modifier_3d.cpp
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+/**************************************************************************/
+/* look_at_modifier_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "look_at_modifier_3d.h"
+
+void LookAtModifier3D::_validate_property(PropertyInfo &p_property) const {
+ SkeletonModifier3D::_validate_property(p_property);
+
+ if (p_property.name == "bone" || p_property.name == "origin_bone") {
+ Skeleton3D *skeleton = get_skeleton();
+ if (skeleton) {
+ p_property.hint = PROPERTY_HINT_ENUM;
+ p_property.hint_string = skeleton->get_concatenated_bone_names();
+ } else {
+ p_property.hint = PROPERTY_HINT_NONE;
+ p_property.hint_string = "";
+ }
+ }
+
+ if (origin_from == ORIGIN_FROM_SPECIFIC_BONE) {
+ if (p_property.name == "origin_external_node") {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+ } else if (origin_from == ORIGIN_FROM_EXTERNAL_NODE) {
+ if (p_property.name == "origin_bone") {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+ } else {
+ if (p_property.name == "origin_external_node" || p_property.name == "origin_bone") {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+ }
+
+ if ((!use_angle_limitation &&
+ (p_property.name == "symmetry_limitation" || p_property.name.ends_with("limit_angle") || p_property.name.ends_with("damp_threshold"))) ||
+ (!use_secondary_rotation && p_property.name.begins_with("secondary_")) ||
+ (!symmetry_limitation && (p_property.name == "primary_limit_angle" || p_property.name == "primary_damp_threshold" || p_property.name == "secondary_limit_angle" || p_property.name == "secondary_damp_threshold")) ||
+ (symmetry_limitation && (p_property.name.begins_with("primary_positive") || p_property.name.begins_with("primary_negative") || p_property.name.begins_with("secondary_positive") || (p_property.name.begins_with("secondary_negative"))))) {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+}
+
+PackedStringArray LookAtModifier3D::get_configuration_warnings() const {
+ PackedStringArray warnings = SkeletonModifier3D::get_configuration_warnings();
+ if (get_axis_from_bone_axis(forward_axis) == primary_rotation_axis) {
+ warnings.push_back(RTR("Forward axis and primary rotation axis must not be parallel."));
+ }
+ return warnings;
+}
+
+void LookAtModifier3D::set_bone(int p_bone) {
+ bone = p_bone;
+}
+
+int LookAtModifier3D::get_bone() const {
+ return bone;
+}
+
+void LookAtModifier3D::set_forward_axis(BoneAxis p_axis) {
+ forward_axis = p_axis;
+ update_configuration_warnings();
+}
+
+LookAtModifier3D::BoneAxis LookAtModifier3D::get_forward_axis() const {
+ return forward_axis;
+}
+
+void LookAtModifier3D::set_primary_rotation_axis(Vector3::Axis p_axis) {
+ primary_rotation_axis = p_axis;
+ update_configuration_warnings();
+}
+
+Vector3::Axis LookAtModifier3D::get_primary_rotation_axis() const {
+ return primary_rotation_axis;
+}
+
+void LookAtModifier3D::set_use_secondary_rotation(bool p_enabled) {
+ use_secondary_rotation = p_enabled;
+ notify_property_list_changed();
+}
+
+bool LookAtModifier3D::is_using_secondary_rotation() const {
+ return use_secondary_rotation;
+}
+
+void LookAtModifier3D::set_target_node(const NodePath &p_target_node) {
+ if (target_node != p_target_node) {
+ init_transition();
+ }
+ target_node = p_target_node;
+}
+
+NodePath LookAtModifier3D::get_target_node() const {
+ return target_node;
+}
+
+// For origin settings.
+
+void LookAtModifier3D::set_origin_from(OriginFrom p_origin_from) {
+ origin_from = p_origin_from;
+ notify_property_list_changed();
+}
+
+LookAtModifier3D::OriginFrom LookAtModifier3D::get_origin_from() const {
+ return origin_from;
+}
+
+void LookAtModifier3D::set_origin_bone(int p_bone) {
+ origin_bone = p_bone;
+}
+
+int LookAtModifier3D::get_origin_bone() const {
+ return origin_bone;
+}
+
+void LookAtModifier3D::set_origin_external_node(const NodePath &p_external_node) {
+ origin_external_node = p_external_node;
+}
+
+NodePath LookAtModifier3D::get_origin_external_node() const {
+ return origin_external_node;
+}
+
+void LookAtModifier3D::set_origin_offset(const Vector3 &p_offset) {
+ origin_offset = p_offset;
+}
+
+Vector3 LookAtModifier3D::get_origin_offset() const {
+ return origin_offset;
+}
+
+void LookAtModifier3D::set_origin_safe_margin(float p_margin) {
+ origin_safe_margin = p_margin;
+}
+
+float LookAtModifier3D::get_origin_safe_margin() const {
+ return origin_safe_margin;
+}
+
+// For time-based interpolation.
+
+void LookAtModifier3D::set_duration(float p_duration) {
+ duration = p_duration;
+ if (Math::is_zero_approx(p_duration)) {
+ time_step = 0;
+ remaining = 0;
+ } else {
+ time_step = 1.0 / p_duration; // Cache to avoid division.
+ }
+}
+
+float LookAtModifier3D::get_duration() const {
+ return duration;
+}
+
+void LookAtModifier3D::set_transition_type(Tween::TransitionType p_transition_type) {
+ transition_type = p_transition_type;
+}
+
+Tween::TransitionType LookAtModifier3D::get_transition_type() const {
+ return transition_type;
+}
+
+void LookAtModifier3D::set_ease_type(Tween::EaseType p_ease_type) {
+ ease_type = p_ease_type;
+}
+
+Tween::EaseType LookAtModifier3D::get_ease_type() const {
+ return ease_type;
+}
+
+// For angle limitation.
+
+void LookAtModifier3D::set_use_angle_limitation(bool p_enabled) {
+ use_angle_limitation = p_enabled;
+ notify_property_list_changed();
+}
+
+bool LookAtModifier3D::is_using_angle_limitation() const {
+ return use_angle_limitation;
+}
+
+void LookAtModifier3D::set_symmetry_limitation(bool p_enabled) {
+ symmetry_limitation = p_enabled;
+ notify_property_list_changed();
+}
+
+bool LookAtModifier3D::is_limitation_symmetry() const {
+ return symmetry_limitation;
+}
+
+void LookAtModifier3D::set_primary_limit_angle(float p_angle) {
+ primary_limit_angle = p_angle;
+}
+
+float LookAtModifier3D::get_primary_limit_angle() const {
+ return primary_limit_angle;
+}
+
+void LookAtModifier3D::set_primary_damp_threshold(float p_power) {
+ primary_damp_threshold = p_power;
+}
+
+float LookAtModifier3D::get_primary_damp_threshold() const {
+ return primary_damp_threshold;
+}
+
+void LookAtModifier3D::set_primary_positive_limit_angle(float p_angle) {
+ primary_positive_limit_angle = p_angle;
+}
+
+float LookAtModifier3D::get_primary_positive_limit_angle() const {
+ return primary_positive_limit_angle;
+}
+
+void LookAtModifier3D::set_primary_positive_damp_threshold(float p_power) {
+ primary_positive_damp_threshold = p_power;
+}
+
+float LookAtModifier3D::get_primary_positive_damp_threshold() const {
+ return primary_positive_damp_threshold;
+}
+
+void LookAtModifier3D::set_primary_negative_limit_angle(float p_angle) {
+ primary_negative_limit_angle = p_angle;
+}
+
+float LookAtModifier3D::get_primary_negative_limit_angle() const {
+ return primary_negative_limit_angle;
+}
+
+void LookAtModifier3D::set_primary_negative_damp_threshold(float p_power) {
+ primary_negative_damp_threshold = p_power;
+}
+
+float LookAtModifier3D::get_primary_negative_damp_threshold() const {
+ return primary_negative_damp_threshold;
+}
+
+void LookAtModifier3D::set_secondary_limit_angle(float p_angle) {
+ secondary_limit_angle = p_angle;
+}
+
+float LookAtModifier3D::get_secondary_limit_angle() const {
+ return secondary_limit_angle;
+}
+
+void LookAtModifier3D::set_secondary_damp_threshold(float p_power) {
+ secondary_damp_threshold = p_power;
+}
+
+float LookAtModifier3D::get_secondary_damp_threshold() const {
+ return secondary_damp_threshold;
+}
+
+void LookAtModifier3D::set_secondary_positive_limit_angle(float p_angle) {
+ secondary_positive_limit_angle = p_angle;
+}
+
+float LookAtModifier3D::get_secondary_positive_limit_angle() const {
+ return secondary_positive_limit_angle;
+}
+
+void LookAtModifier3D::set_secondary_positive_damp_threshold(float p_power) {
+ secondary_positive_damp_threshold = p_power;
+}
+
+float LookAtModifier3D::get_secondary_positive_damp_threshold() const {
+ return secondary_positive_damp_threshold;
+}
+
+void LookAtModifier3D::set_secondary_negative_limit_angle(float p_angle) {
+ secondary_negative_limit_angle = p_angle;
+}
+
+float LookAtModifier3D::get_secondary_negative_limit_angle() const {
+ return secondary_negative_limit_angle;
+}
+
+void LookAtModifier3D::set_secondary_negative_damp_threshold(float p_power) {
+ secondary_negative_damp_threshold = p_power;
+}
+
+float LookAtModifier3D::get_secondary_negative_damp_threshold() const {
+ return secondary_negative_damp_threshold;
+}
+
+bool LookAtModifier3D::is_target_within_limitation() const {
+ return is_within_limitations;
+}
+
+float LookAtModifier3D::get_interpolation_remaining() const {
+ return remaining * duration;
+}
+
+bool LookAtModifier3D::is_interpolating() const {
+ return Math::is_zero_approx(remaining);
+}
+
+// General API.
+
+void LookAtModifier3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_target_node", "target_node"), &LookAtModifier3D::set_target_node);
+ ClassDB::bind_method(D_METHOD("get_target_node"), &LookAtModifier3D::get_target_node);
+
+ ClassDB::bind_method(D_METHOD("set_bone", "bone"), &LookAtModifier3D::set_bone);
+ ClassDB::bind_method(D_METHOD("get_bone"), &LookAtModifier3D::get_bone);
+ ClassDB::bind_method(D_METHOD("set_forward_axis", "forward_axis"), &LookAtModifier3D::set_forward_axis);
+ ClassDB::bind_method(D_METHOD("get_forward_axis"), &LookAtModifier3D::get_forward_axis);
+ ClassDB::bind_method(D_METHOD("set_primary_rotation_axis", "axis"), &LookAtModifier3D::set_primary_rotation_axis);
+ ClassDB::bind_method(D_METHOD("get_primary_rotation_axis"), &LookAtModifier3D::get_primary_rotation_axis);
+ ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "enabled"), &LookAtModifier3D::set_use_secondary_rotation);
+ ClassDB::bind_method(D_METHOD("is_using_secondary_rotation"), &LookAtModifier3D::is_using_secondary_rotation);
+ ClassDB::bind_method(D_METHOD("set_origin_safe_margin", "margin"), &LookAtModifier3D::set_origin_safe_margin);
+ ClassDB::bind_method(D_METHOD("get_origin_safe_margin"), &LookAtModifier3D::get_origin_safe_margin);
+
+ ClassDB::bind_method(D_METHOD("set_origin_from", "origin_from"), &LookAtModifier3D::set_origin_from);
+ ClassDB::bind_method(D_METHOD("get_origin_from"), &LookAtModifier3D::get_origin_from);
+ ClassDB::bind_method(D_METHOD("set_origin_bone", "bone"), &LookAtModifier3D::set_origin_bone);
+ ClassDB::bind_method(D_METHOD("get_origin_bone"), &LookAtModifier3D::get_origin_bone);
+ ClassDB::bind_method(D_METHOD("set_origin_external_node", "external_node"), &LookAtModifier3D::set_origin_external_node);
+ ClassDB::bind_method(D_METHOD("get_origin_external_node"), &LookAtModifier3D::get_origin_external_node);
+
+ ClassDB::bind_method(D_METHOD("set_origin_offset", "offset"), &LookAtModifier3D::set_origin_offset);
+ ClassDB::bind_method(D_METHOD("get_origin_offset"), &LookAtModifier3D::get_origin_offset);
+
+ ClassDB::bind_method(D_METHOD("set_duration", "duration"), &LookAtModifier3D::set_duration);
+ ClassDB::bind_method(D_METHOD("get_duration"), &LookAtModifier3D::get_duration);
+ ClassDB::bind_method(D_METHOD("set_transition_type", "transition_type"), &LookAtModifier3D::set_transition_type);
+ ClassDB::bind_method(D_METHOD("get_transition_type"), &LookAtModifier3D::get_transition_type);
+ ClassDB::bind_method(D_METHOD("set_ease_type", "ease_type"), &LookAtModifier3D::set_ease_type);
+ ClassDB::bind_method(D_METHOD("get_ease_type"), &LookAtModifier3D::get_ease_type);
+
+ ClassDB::bind_method(D_METHOD("set_use_angle_limitation", "enabled"), &LookAtModifier3D::set_use_angle_limitation);
+ ClassDB::bind_method(D_METHOD("is_using_angle_limitation"), &LookAtModifier3D::is_using_angle_limitation);
+ ClassDB::bind_method(D_METHOD("set_symmetry_limitation", "enabled"), &LookAtModifier3D::set_symmetry_limitation);
+ ClassDB::bind_method(D_METHOD("is_limitation_symmetry"), &LookAtModifier3D::is_limitation_symmetry);
+
+ ClassDB::bind_method(D_METHOD("set_primary_limit_angle", "angle"), &LookAtModifier3D::set_primary_limit_angle);
+ ClassDB::bind_method(D_METHOD("get_primary_limit_angle"), &LookAtModifier3D::get_primary_limit_angle);
+ ClassDB::bind_method(D_METHOD("set_primary_damp_threshold", "power"), &LookAtModifier3D::set_primary_damp_threshold);
+ ClassDB::bind_method(D_METHOD("get_primary_damp_threshold"), &LookAtModifier3D::get_primary_damp_threshold);
+
+ ClassDB::bind_method(D_METHOD("set_primary_positive_limit_angle", "angle"), &LookAtModifier3D::set_primary_positive_limit_angle);
+ ClassDB::bind_method(D_METHOD("get_primary_positive_limit_angle"), &LookAtModifier3D::get_primary_positive_limit_angle);
+ ClassDB::bind_method(D_METHOD("set_primary_positive_damp_threshold", "power"), &LookAtModifier3D::set_primary_positive_damp_threshold);
+ ClassDB::bind_method(D_METHOD("get_primary_positive_damp_threshold"), &LookAtModifier3D::get_primary_positive_damp_threshold);
+ ClassDB::bind_method(D_METHOD("set_primary_negative_limit_angle", "angle"), &LookAtModifier3D::set_primary_negative_limit_angle);
+ ClassDB::bind_method(D_METHOD("get_primary_negative_limit_angle"), &LookAtModifier3D::get_primary_negative_limit_angle);
+ ClassDB::bind_method(D_METHOD("set_primary_negative_damp_threshold", "power"), &LookAtModifier3D::set_primary_negative_damp_threshold);
+ ClassDB::bind_method(D_METHOD("get_primary_negative_damp_threshold"), &LookAtModifier3D::get_primary_negative_damp_threshold);
+
+ ClassDB::bind_method(D_METHOD("set_secondary_limit_angle", "angle"), &LookAtModifier3D::set_secondary_limit_angle);
+ ClassDB::bind_method(D_METHOD("get_secondary_limit_angle"), &LookAtModifier3D::get_secondary_limit_angle);
+ ClassDB::bind_method(D_METHOD("set_secondary_damp_threshold", "power"), &LookAtModifier3D::set_secondary_damp_threshold);
+ ClassDB::bind_method(D_METHOD("get_secondary_damp_threshold"), &LookAtModifier3D::get_secondary_damp_threshold);
+
+ ClassDB::bind_method(D_METHOD("set_secondary_positive_limit_angle", "angle"), &LookAtModifier3D::set_secondary_positive_limit_angle);
+ ClassDB::bind_method(D_METHOD("get_secondary_positive_limit_angle"), &LookAtModifier3D::get_secondary_positive_limit_angle);
+ ClassDB::bind_method(D_METHOD("set_secondary_positive_damp_threshold", "power"), &LookAtModifier3D::set_secondary_positive_damp_threshold);
+ ClassDB::bind_method(D_METHOD("get_secondary_positive_damp_threshold"), &LookAtModifier3D::get_secondary_positive_damp_threshold);
+ ClassDB::bind_method(D_METHOD("set_secondary_negative_limit_angle", "angle"), &LookAtModifier3D::set_secondary_negative_limit_angle);
+ ClassDB::bind_method(D_METHOD("get_secondary_negative_limit_angle"), &LookAtModifier3D::get_secondary_negative_limit_angle);
+ ClassDB::bind_method(D_METHOD("set_secondary_negative_damp_threshold", "power"), &LookAtModifier3D::set_secondary_negative_damp_threshold);
+ ClassDB::bind_method(D_METHOD("get_secondary_negative_damp_threshold"), &LookAtModifier3D::get_secondary_negative_damp_threshold);
+
+ ClassDB::bind_method(D_METHOD("get_interpolation_remaining"), &LookAtModifier3D::get_interpolation_remaining);
+ ClassDB::bind_method(D_METHOD("is_interpolating"), &LookAtModifier3D::is_interpolating);
+ ClassDB::bind_method(D_METHOD("is_target_within_limitation"), &LookAtModifier3D::is_target_within_limitation);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node", PROPERTY_HINT_NODE_TYPE, "Node3D"), "set_target_node", "get_target_node");
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_ENUM, ""), "set_bone", "get_bone");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "forward_axis", PROPERTY_HINT_ENUM, "+X,-X,+Y,-Y,+Z,-Z"), "set_forward_axis", "get_forward_axis");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_primary_rotation_axis", "get_primary_rotation_axis");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_secondary_rotation"), "set_use_secondary_rotation", "is_using_secondary_rotation");
+
+ ADD_GROUP("Origin Settings", "origin_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_from", PROPERTY_HINT_ENUM, "Self,SpecificBone,ExternalNode"), "set_origin_from", "get_origin_from");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "origin_bone", PROPERTY_HINT_ENUM, ""), "set_origin_bone", "get_origin_bone");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "origin_external_node", PROPERTY_HINT_NODE_TYPE, "Node3D"), "set_origin_external_node", "get_origin_external_node");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "origin_offset"), "set_origin_offset", "get_origin_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "origin_safe_margin", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater,suffix:m"), "set_origin_safe_margin", "get_origin_safe_margin");
+
+ ADD_GROUP("Time Based Interpolation", "");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "duration", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:s"), "set_duration", "get_duration");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "transition_type", PROPERTY_HINT_ENUM, "Linear,Sine,Quint,Quart,Quad,Expo,Elastic,Cubic,Circ,Bounce,Back,Spring"), "set_transition_type", "get_transition_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "ease_type", PROPERTY_HINT_ENUM, "In,Out,InOut,OutIn"), "set_ease_type", "get_ease_type");
+
+ ADD_GROUP("Angle Limitation", "");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_angle_limitation"), "set_use_angle_limitation", "is_using_angle_limitation");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "symmetry_limitation"), "set_symmetry_limitation", "is_limitation_symmetry");
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_limit_angle", PROPERTY_HINT_RANGE, "0,360,0.01,radians_as_degrees"), "set_primary_limit_angle", "get_primary_limit_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_damp_threshold", "get_primary_damp_threshold");
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_positive_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_primary_positive_limit_angle", "get_primary_positive_limit_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_positive_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_positive_damp_threshold", "get_primary_positive_damp_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_negative_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_primary_negative_limit_angle", "get_primary_negative_limit_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "primary_negative_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_primary_negative_damp_threshold", "get_primary_negative_damp_threshold");
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_limit_angle", PROPERTY_HINT_RANGE, "0,360,0.01,radians_as_degrees"), "set_secondary_limit_angle", "get_secondary_limit_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_damp_threshold", "get_secondary_damp_threshold");
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_positive_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_secondary_positive_limit_angle", "get_secondary_positive_limit_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_positive_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_positive_damp_threshold", "get_secondary_positive_damp_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_negative_limit_angle", PROPERTY_HINT_RANGE, "0,180,0.01,radians_as_degrees"), "set_secondary_negative_limit_angle", "get_secondary_negative_limit_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "secondary_negative_damp_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_secondary_negative_damp_threshold", "get_secondary_negative_damp_threshold");
+
+ BIND_ENUM_CONSTANT(BONE_AXIS_PLUS_X);
+ BIND_ENUM_CONSTANT(BONE_AXIS_MINUS_X);
+ BIND_ENUM_CONSTANT(BONE_AXIS_PLUS_Y);
+ BIND_ENUM_CONSTANT(BONE_AXIS_MINUS_Y);
+ BIND_ENUM_CONSTANT(BONE_AXIS_PLUS_Z);
+ BIND_ENUM_CONSTANT(BONE_AXIS_MINUS_Z);
+
+ BIND_ENUM_CONSTANT(ORIGIN_FROM_SELF);
+ BIND_ENUM_CONSTANT(ORIGIN_FROM_SPECIFIC_BONE);
+ BIND_ENUM_CONSTANT(ORIGIN_FROM_EXTERNAL_NODE);
+}
+
+void LookAtModifier3D::_process_modification() {
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ Skeleton3D *skeleton = get_skeleton();
+ if (!skeleton || bone < 0 || bone >= skeleton->get_bone_count()) {
+ return;
+ }
+
+ // Calculate bone rest space in the world.
+ Transform3D bone_rest_space;
+ int parent_bone = skeleton->get_bone_parent(bone);
+ if (parent_bone < 0) {
+ bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_rest(bone);
+ } else {
+ bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_global_pose(parent_bone) * skeleton->get_bone_rest(bone);
+ }
+
+ // Calculate forward_vector and destination.
+ is_within_limitations = true;
+ Vector3 prev_forward_vector = forward_vector;
+ Quaternion destination;
+ Node3D *target = Object::cast_to<Node3D>(get_node_or_null(target_node));
+ if (!target) {
+ destination = skeleton->get_bone_pose_rotation(bone);
+ } else {
+ Transform3D origin_tr;
+ if (origin_from == ORIGIN_FROM_SPECIFIC_BONE && origin_bone < skeleton->get_bone_count()) {
+ origin_tr = skeleton->get_global_transform() * skeleton->get_bone_global_pose(origin_bone);
+ } else if (origin_from == ORIGIN_FROM_EXTERNAL_NODE) {
+ Node3D *origin_src = Object::cast_to<Node3D>(get_node_or_null(origin_external_node));
+ if (origin_src) {
+ origin_tr = origin_src->get_global_transform();
+ } else {
+ origin_tr = bone_rest_space;
+ }
+ } else {
+ origin_tr = bone_rest_space;
+ }
+ forward_vector = bone_rest_space.basis.xform_inv((target->get_global_position() - origin_tr.translated_local(origin_offset).origin));
+ forward_vector_nrm = forward_vector.normalized();
+ if (forward_vector_nrm.abs().is_equal_approx(get_vector_from_axis(primary_rotation_axis))) {
+ destination = skeleton->get_bone_pose_rotation(bone);
+ forward_vector = Vector3(0, 0, 0); // The zero-vector to be used for checking in the line immediately below to avoid animation glitch.
+ } else {
+ destination = look_at_with_axes(skeleton->get_bone_rest(bone)).basis.get_rotation_quaternion();
+ }
+ }
+
+ // Detect flipping.
+ Vector3::Axis current_forward_axis = get_axis_from_bone_axis(forward_axis);
+ if (is_intersecting_axis(prev_forward_vector, forward_vector, current_forward_axis, secondary_rotation_axis) ||
+ is_intersecting_axis(prev_forward_vector, forward_vector, primary_rotation_axis, primary_rotation_axis, true) ||
+ is_intersecting_axis(prev_forward_vector, forward_vector, secondary_rotation_axis, current_forward_axis) ||
+ (prev_forward_vector != Vector3(0, 0, 0) && forward_vector == Vector3(0, 0, 0)) ||
+ (prev_forward_vector == Vector3(0, 0, 0) && forward_vector != Vector3(0, 0, 0))) {
+ init_transition();
+ } else if (use_angle_limitation && signbit(prev_forward_vector[secondary_rotation_axis]) != signbit(forward_vector[secondary_rotation_axis])) {
+ // Flipping by angle_limitation can be detected by sign of secondary rotation axes during forward_vector is rotated more than 90 degree from forward_axis (means dot production is negative).
+ Vector3 prev_forward_vector_nrm = forward_vector.normalized();
+ Vector3 rest_forward_vector = get_vector_from_bone_axis(forward_axis);
+ if (symmetry_limitation) {
+ if (!Math::is_equal_approx(primary_limit_angle, (float)Math_TAU) && prev_forward_vector_nrm.dot(rest_forward_vector) < 0 && forward_vector_nrm.dot(rest_forward_vector) < 0) {
+ init_transition();
+ }
+ } else {
+ if (!Math::is_equal_approx(primary_positive_limit_angle + primary_negative_limit_angle, (float)Math_TAU) && prev_forward_vector_nrm.dot(rest_forward_vector) < 0 && forward_vector_nrm.dot(rest_forward_vector) < 0) {
+ init_transition();
+ }
+ }
+ }
+
+ // Do time-based interpolation.
+ if (remaining > 0) {
+ double delta = 0.0;
+ if (skeleton->get_modifier_callback_mode_process() == Skeleton3D::MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
+ delta = get_process_delta_time();
+ } else {
+ delta = get_physics_process_delta_time();
+ }
+ remaining = MAX(0, remaining - time_step * delta);
+ if (use_angle_limitation) {
+ // Interpolate through the rest same as AnimationTree blending for preventing to penetrate the bone into the body.
+ Quaternion rest = skeleton->get_bone_rest(bone).basis.get_rotation_quaternion();
+ float weight = Tween::run_equation(transition_type, ease_type, 1 - remaining, 0.0, 1.0, 1.0);
+ destination = rest * Quaternion().slerp(rest.inverse() * from_q, 1 - weight) * Quaternion().slerp(rest.inverse() * destination, weight);
+ } else {
+ destination = from_q.slerp(destination, Tween::run_equation(transition_type, ease_type, 1 - remaining, 0.0, 1.0, 1.0));
+ }
+ }
+
+ skeleton->set_bone_pose_rotation(bone, destination);
+ prev_q = destination;
+}
+
+bool LookAtModifier3D::is_intersecting_axis(const Vector3 &p_prev, const Vector3 &p_current, Vector3::Axis p_flipping_axis, Vector3::Axis p_check_axis, bool p_check_plane) const {
+ // Prevent that the angular velocity does not become too large.
+ // Check that is p_flipping_axis flipped nearby p_check_axis (close than origin_safe_margin) or not. If p_check_plane is true, check two axes of crossed plane.
+ if (p_check_plane) {
+ if (get_projection_vector(p_prev, p_check_axis).length() > origin_safe_margin && get_projection_vector(p_current, p_check_axis).length() > origin_safe_margin) {
+ return false;
+ }
+ } else if (Math::abs(p_prev[p_check_axis]) > origin_safe_margin && Math::abs(p_current[p_check_axis]) > origin_safe_margin) {
+ return false;
+ }
+
+ return signbit(p_prev[p_flipping_axis]) != signbit(p_current[p_flipping_axis]);
+}
+
+Vector3 LookAtModifier3D::get_basis_vector_from_bone_axis(const Basis &p_basis, LookAtModifier3D::BoneAxis p_axis) const {
+ Vector3 ret;
+ switch (p_axis) {
+ case BONE_AXIS_PLUS_X: {
+ ret = p_basis.get_column(0);
+ } break;
+ case BONE_AXIS_MINUS_X: {
+ ret = -p_basis.get_column(0);
+ } break;
+ case BONE_AXIS_PLUS_Y: {
+ ret = p_basis.get_column(1);
+ } break;
+ case BONE_AXIS_MINUS_Y: {
+ ret = -p_basis.get_column(1);
+ } break;
+ case BONE_AXIS_PLUS_Z: {
+ ret = p_basis.get_column(2);
+ } break;
+ case BONE_AXIS_MINUS_Z: {
+ ret = -p_basis.get_column(2);
+ } break;
+ }
+ return ret;
+}
+
+Vector3 LookAtModifier3D::get_vector_from_bone_axis(const LookAtModifier3D::BoneAxis &p_axis) const {
+ Vector3 ret;
+ switch (p_axis) {
+ case BONE_AXIS_PLUS_X: {
+ ret = Vector3(1, 0, 0);
+ } break;
+ case BONE_AXIS_MINUS_X: {
+ ret = Vector3(-1, 0, 0);
+ } break;
+ case BONE_AXIS_PLUS_Y: {
+ ret = Vector3(0, 1, 0);
+ } break;
+ case BONE_AXIS_MINUS_Y: {
+ ret = Vector3(0, -1, 0);
+ } break;
+ case BONE_AXIS_PLUS_Z: {
+ ret = Vector3(0, 0, 1);
+ } break;
+ case BONE_AXIS_MINUS_Z: {
+ ret = Vector3(0, 0, -1);
+ } break;
+ }
+ return ret;
+}
+
+Vector3 LookAtModifier3D::get_vector_from_axis(const Vector3::Axis &p_axis) const {
+ Vector3 ret;
+ switch (p_axis) {
+ case Vector3::AXIS_X: {
+ ret = Vector3(1, 0, 0);
+ } break;
+ case Vector3::AXIS_Y: {
+ ret = Vector3(0, 1, 0);
+ } break;
+ case Vector3::AXIS_Z: {
+ ret = Vector3(0, 0, 1);
+ } break;
+ }
+ return ret;
+}
+
+Vector3::Axis LookAtModifier3D::get_axis_from_bone_axis(BoneAxis p_axis) const {
+ Vector3::Axis ret = Vector3::AXIS_X;
+ switch (p_axis) {
+ case BONE_AXIS_PLUS_X:
+ case BONE_AXIS_MINUS_X: {
+ ret = Vector3::AXIS_X;
+ } break;
+ case BONE_AXIS_PLUS_Y:
+ case BONE_AXIS_MINUS_Y: {
+ ret = Vector3::AXIS_Y;
+ } break;
+ case BONE_AXIS_PLUS_Z:
+ case BONE_AXIS_MINUS_Z: {
+ ret = Vector3::AXIS_Z;
+ } break;
+ }
+ return ret;
+}
+
+Vector2 LookAtModifier3D::get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) const {
+ // NOTE: axis is swapped between 2D and 3D.
+ Vector2 ret;
+ switch (p_axis) {
+ case Vector3::AXIS_X: {
+ ret = Vector2(p_vector.z, p_vector.y);
+ } break;
+ case Vector3::AXIS_Y: {
+ ret = Vector2(p_vector.x, p_vector.z);
+ } break;
+ case Vector3::AXIS_Z: {
+ ret = Vector2(p_vector.y, p_vector.x);
+ } break;
+ }
+ return ret;
+}
+
+float LookAtModifier3D::remap_damped(float p_from, float p_to, float p_damp_threshold, float p_value) const {
+ float sign = signbit(p_value) ? -1.0f : 1.0f;
+ float abs_value = Math::abs(p_value);
+
+ if (Math::is_equal_approx(p_damp_threshold, 1.0f) || Math::is_zero_approx(p_to)) {
+ return sign * CLAMP(abs_value, p_from, p_to); // Avoid division by zero.
+ }
+
+ float value = Math::inverse_lerp(p_from, p_to, abs_value);
+
+ if (value <= p_damp_threshold) {
+ return sign * CLAMP(abs_value, p_from, p_to);
+ }
+
+ double limit = Math_PI;
+ double inv_to = 1.0 / p_to;
+ double end_x = limit * inv_to;
+ double position = abs_value * inv_to;
+ Vector2 start = Vector2(p_damp_threshold, p_damp_threshold);
+ Vector2 mid = Vector2(1.0, 1.0);
+ Vector2 end = Vector2(end_x, 1.0);
+ value = get_bspline_y(start, mid, end, position);
+
+ return sign * Math::lerp(p_from, p_to, value);
+}
+
+double LookAtModifier3D::get_bspline_y(const Vector2 &p_from, const Vector2 &p_control, const Vector2 &p_to, double p_x) const {
+ double a = p_from.x - 2.0 * p_control.x + p_to.x;
+ double b = -2.0 * p_from.x + 2.0 * p_control.x;
+ double c = p_from.x - p_x;
+ double t = 0.0;
+ if (Math::is_zero_approx(a)) {
+ t = -c / b; // Almost linear.
+ } else {
+ double discriminant = b * b - 4.0 * a * c;
+ double sqrt_discriminant = Math::sqrt(discriminant);
+ double e = 1.0 / (2.0 * a);
+ double t1 = (-b + sqrt_discriminant) * e;
+ t = (0.0 <= t1 && t1 <= 1.0) ? t1 : (-b - sqrt_discriminant) * e;
+ }
+ double u = 1.0 - t;
+ double y = u * u * p_from.y + 2.0 * u * t * p_control.y + t * t * p_to.y;
+ return y;
+}
+
+Transform3D LookAtModifier3D::look_at_with_axes(const Transform3D &p_rest) {
+ // Primary rotation by projection to 2D plane by xform_inv and picking elements.
+ Vector3 current_vector = get_basis_vector_from_bone_axis(p_rest.basis, forward_axis).normalized();
+ Vector2 src_vec2 = get_projection_vector(p_rest.basis.xform_inv(forward_vector_nrm), primary_rotation_axis).normalized();
+ Vector2 dst_vec2 = get_projection_vector(p_rest.basis.xform_inv(current_vector), primary_rotation_axis).normalized();
+ real_t calculated_angle = src_vec2.angle_to(dst_vec2);
+ Transform3D primary_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle);
+ Transform3D current_result = primary_result; // primary_result will be used by calculation of secondary rotation, current_result is rotated by that.
+ float limit_angle = 0.0;
+ float damp_threshold = 0.0;
+
+ if (use_angle_limitation) {
+ if (symmetry_limitation) {
+ limit_angle = primary_limit_angle * 0.5f;
+ damp_threshold = primary_damp_threshold;
+ } else {
+ if (signbit(calculated_angle)) {
+ limit_angle = primary_negative_limit_angle;
+ damp_threshold = primary_negative_damp_threshold;
+ } else {
+ limit_angle = primary_positive_limit_angle;
+ damp_threshold = primary_positive_damp_threshold;
+ }
+ }
+ if (Math::abs(calculated_angle) > limit_angle) {
+ is_within_limitations = false;
+ }
+ calculated_angle = remap_damped(0, limit_angle, damp_threshold, calculated_angle);
+ current_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle);
+ }
+
+ // Needs for detecting flipping even if use_secondary_rotation is false.
+ Vector3 secondary_plane = get_vector_from_bone_axis(forward_axis) + get_vector_from_axis(primary_rotation_axis);
+ secondary_rotation_axis = Math::is_zero_approx(secondary_plane.x) ? Vector3::AXIS_X : (Math::is_zero_approx(secondary_plane.y) ? Vector3::AXIS_Y : Vector3::AXIS_Z);
+
+ if (!use_secondary_rotation) {
+ return current_result;
+ }
+
+ // Secondary rotation by projection to 2D plane by xform_inv and picking elements.
+ current_vector = get_basis_vector_from_bone_axis(primary_result.basis, forward_axis).normalized();
+ src_vec2 = get_projection_vector(primary_result.basis.xform_inv(forward_vector_nrm), secondary_rotation_axis).normalized();
+ dst_vec2 = get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis).normalized();
+ calculated_angle = src_vec2.angle_to(dst_vec2);
+
+ if (use_angle_limitation) {
+ if (symmetry_limitation) {
+ limit_angle = secondary_limit_angle * 0.5f;
+ damp_threshold = secondary_damp_threshold;
+ } else {
+ if (signbit(calculated_angle)) {
+ limit_angle = secondary_negative_limit_angle;
+ damp_threshold = secondary_negative_damp_threshold;
+ } else {
+ limit_angle = secondary_positive_limit_angle;
+ damp_threshold = secondary_positive_damp_threshold;
+ }
+ }
+ if (Math::abs(calculated_angle) > limit_angle) {
+ is_within_limitations = false;
+ }
+ calculated_angle = remap_damped(0, limit_angle, damp_threshold, calculated_angle);
+ }
+
+ current_result = current_result.rotated_local(get_vector_from_axis(secondary_rotation_axis), calculated_angle);
+
+ return current_result;
+}
+
+void LookAtModifier3D::init_transition() {
+ if (Math::is_zero_approx(duration)) {
+ return;
+ }
+ from_q = prev_q;
+ remaining = 1.0;
+}