diff --git a/doc/classes/LookAtModifier3D.xml b/doc/classes/LookAtModifier3D.xml new file mode 100644 index 000000000000..b72dc8ec35d0 --- /dev/null +++ b/doc/classes/LookAtModifier3D.xml @@ -0,0 +1,76 @@ + + + + + + This [SkeletonModifier3D] rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily. + + + + + + The bone index of the [Skeleton3D] that the modification will operate on. + + + The duration of the time-based interpolation. Interpolation is triggered at the following cases: + - When the target node is changed + - When an axis is flipped due to angle limitation + [b]Note:[/b] The flipping occurs when the target is outside the angle limitation and the internally computed secondary rotation axis of the forward vector is flipped. Visually, it occurs when the target is outside the angle limitation and crosses the plane of the [member forward_axis] and [member primary_rotation_axis]. + + + The ease type of the time-based interpolation. See also [enum Tween.EaseType]. + + + The forward axis of the bone. This [SkeletonModifier3D] modifies the bone so that this axis points toward the [member target_node]. + + + The threshold to start damping for [member primary_limit_angle]. It provides non-linear(logarithmic) interpolation, let it feel more resistance the more it rotate to the edge limit. This is useful for simulating the limits of human motion. + If [code]1.0[/code], no damping is performed. If [code]0.0[/code], damping is performed always. + + + The limit angle of the secondary rotation. + + + The axis of the first rotation. This [SkeletonModifier3D] works by compositing the rotation by Euler angles to prevent to rotate the [member forward_axis]. + + + The threshold to start damping for [member secondary_limit_angle]. + + + The limit angle of the secondary rotation. + + + The [NodePath] to the node that is the target for the look at modification. This node is what the modification will rotate the bone to. + + + The transition type of the time-based interpolation. See also [enum Tween.TransitionType]. + + + If [code]true[/code], limits the degree of rotation. This helps prevent the character's neck from rotating 360 degrees. + [b]Note:[/b] As with [AnimationTree] blending, interpolation is provided that favors [method Skeleton3D.get_bone_rest]. This means that interpolation does not select the shortest path in some cases. + + + If [code]true[/code], provides rotation by two axes. + + + + + Enumerated value for the +X axis. + + + Enumerated value for the -X axis. + + + Enumerated value for the +Y axis. + + + Enumerated value for the -Y axis. + + + Enumerated value for the +Z axis. + + + Enumerated value for the -Z axis. + + + diff --git a/editor/icons/LookAtModifier3D.svg b/editor/icons/LookAtModifier3D.svg new file mode 100644 index 000000000000..9315b297ef74 --- /dev/null +++ b/editor/icons/LookAtModifier3D.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/scene/3d/look_at_modifier_3d.cpp b/scene/3d/look_at_modifier_3d.cpp new file mode 100644 index 000000000000..12cd97d2890e --- /dev/null +++ b/scene/3d/look_at_modifier_3d.cpp @@ -0,0 +1,445 @@ +/**************************************************************************/ +/* 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") { + 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 ((!use_angle_limitation && + (p_property.name.ends_with("limit_angle") || p_property.name.ends_with("damp_threshold"))) || + (p_property.name.begins_with("secondary_") && !use_secondary_rotation)) { + p_property.usage = PROPERTY_USAGE_NONE; + } +} + +void LookAtModifier3D::set_bone(int p_bone) { + bone = p_bone; +} + +int LookAtModifier3D::get_bone() const { + return bone; +} + +void LookAtModifier3D::set_forward_axis(LookAtModifier3D::BoneAxis p_axis) { + // TODO: Make warning "Forward axis and primary rotation axis must not be parallel.". + forward_axis = p_axis; +} + +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; +} + +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(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 time-based interpolation. + +void LookAtModifier3D::set_duration(float p_duration) { + duration = p_duration; + if (Math::is_zero_approx(p_duration)) { + time_step = 0; + remain = 0; + } else { + time_step = 1.0 / p_duration; + } +} + +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_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_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; +} + +// 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_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_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_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); + + 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("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::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, "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"); + + 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); +} + +void LookAtModifier3D::_process_modification() { + if (!is_inside_tree()) { + return; + } + + Skeleton3D *skeleton = get_skeleton(); + if (!skeleton || bone < 0 || bone > skeleton->get_bone_count()) { + return; + } + + Node3D *target = cast_to(get_node_or_null(target_node)); + Quaternion destination; + is_within_limitations = true; + + Transform3D bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_global_rest(bone); + + Vector3 prev_forward_vector = forward_vector; + if (!target) { + destination = skeleton->get_bone_pose_rotation(bone); + } else { + forward_vector = bone_rest_space.basis.xform_inv((target->get_global_transform().origin - bone_rest_space.origin).normalized()); + destination = look_at_with_axes(skeleton->get_bone_rest(bone)).basis.get_rotation_quaternion(); + } + + // Flipping is detected on 180 degree from the rest. + if (use_angle_limitation && !is_within_limitations && signbit(prev_forward_vector[secondary_rotation_axis]) != signbit(forward_vector[secondary_rotation_axis])) { + init_transition(); + } + + if (remain > 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(); + } + remain = MAX(0, remain - 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 - remain, 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 - remain, 0.0, 1.0, 1.0)); + } + } + + skeleton->set_bone_pose_rotation(bone, destination); + prev_q = destination; +} + +Vector3 LookAtModifier3D::get_basis_vector_from_bone_axis(Basis p_basis, LookAtModifier3D::BoneAxis p_axis) { + Vector3 ret; + switch (p_axis) { + case BONE_AXIS_PLUS_X: { + ret = p_basis.get_column(0).normalized(); + } break; + case BONE_AXIS_MINUS_X: { + ret = -p_basis.get_column(0).normalized(); + } break; + case BONE_AXIS_PLUS_Y: { + ret = p_basis.get_column(1).normalized(); + } break; + case BONE_AXIS_MINUS_Y: { + ret = -p_basis.get_column(1).normalized(); + } break; + case BONE_AXIS_PLUS_Z: { + ret = p_basis.get_column(2).normalized(); + } break; + case BONE_AXIS_MINUS_Z: { + ret = -p_basis.get_column(2).normalized(); + } break; + } + return ret; +} + +Vector3 LookAtModifier3D::get_vector_from_bone_axis(LookAtModifier3D::BoneAxis p_axis) { + 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(Vector3::Axis p_axis) { + 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.normalized(); +} + +Vector2 LookAtModifier3D::get_projection_vector(Vector3 p_vector, Vector3::Axis p_axis) { + // 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.normalized(); +} + +float LookAtModifier3D::remap_powered(float p_from, float p_to, float p_damp_threshold, float p_value) { + float sign = signbit(p_value) ? -1.0f : 1.0f; + + if (Math::is_equal_approx(p_damp_threshold, 1.0f)) { + return sign * CLAMP(Math::abs(p_value), p_from, p_to); // Avoid zero division. + } + + float value = Math::abs(p_value); + value = Math::inverse_lerp(p_from, p_to, value); + + if (value <= p_damp_threshold) { + return sign * CLAMP(Math::abs(p_value), p_from, p_to); + } + + float threshold_inv = 1.0f - p_damp_threshold; + float pw = 1.0f / threshold_inv; + value = -threshold_inv * Math::pow((float)Math_E, -pw * value + pw - 1.0f) + 1.0f; + + return sign * Math::lerp(p_from, p_to, value); +} + +Transform3D LookAtModifier3D::look_at_with_axes(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); + Vector2 src_vec2 = get_projection_vector(p_rest.basis.xform_inv(forward_vector), primary_rotation_axis); + Vector2 dst_vec2 = get_projection_vector(p_rest.basis.xform_inv(current_vector), primary_rotation_axis); + 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 = primary_limit_angle * 0.5; + + if (use_angle_limitation) { + if (Math::abs(calculated_angle) > limit_angle) { + is_within_limitations = false; + } + calculated_angle = remap_powered(0, limit_angle, primary_damp_threshold, calculated_angle); + current_result = p_rest.rotated_local(get_vector_from_axis(primary_rotation_axis), calculated_angle); + } + + if (!use_secondary_rotation) { + return current_result; + } + + 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); + + // 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); + src_vec2 = get_projection_vector(primary_result.basis.xform_inv(forward_vector), secondary_rotation_axis); + dst_vec2 = get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis); + calculated_angle = src_vec2.angle_to(dst_vec2); + limit_angle = secondary_limit_angle * 0.5; + + if (use_angle_limitation) { + if (Math::abs(calculated_angle) > limit_angle) { + is_within_limitations = false; + } + calculated_angle = remap_powered(0, limit_angle, secondary_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; + } + + Skeleton3D *skeleton = get_skeleton(); + if (!skeleton) { + return; + } + + from_q = prev_q; + remain = 1.0; +} diff --git a/scene/3d/look_at_modifier_3d.h b/scene/3d/look_at_modifier_3d.h new file mode 100644 index 000000000000..b6dfc76bb18c --- /dev/null +++ b/scene/3d/look_at_modifier_3d.h @@ -0,0 +1,128 @@ +/**************************************************************************/ +/* look_at_modifier_3d.h */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#ifndef LOOK_AT_MODIFIER_3D_H +#define LOOK_AT_MODIFIER_3D_H + +#include "scene/3d/skeleton_modifier_3d.h" +#include "scene/animation/tween.h" + +class LookAtModifier3D : public SkeletonModifier3D { + GDCLASS(LookAtModifier3D, SkeletonModifier3D); + +public: + enum BoneAxis { + BONE_AXIS_PLUS_X, + BONE_AXIS_MINUS_X, + BONE_AXIS_PLUS_Y, + BONE_AXIS_MINUS_Y, + BONE_AXIS_PLUS_Z, + BONE_AXIS_MINUS_Z, + }; + +private: + int bone = 0; + + Vector3 forward_vector; + BoneAxis forward_axis = BONE_AXIS_PLUS_Z; + Vector3::Axis primary_rotation_axis = Vector3::AXIS_Y; + Vector3::Axis secondary_rotation_axis = Vector3::AXIS_X; + bool use_secondary_rotation = true; + + NodePath target_node; + + float duration = 0; + Tween::TransitionType transition_type = Tween::TRANS_LINEAR; + Tween::EaseType ease_type = Tween::EASE_IN; + + bool use_angle_limitation = false; + bool is_within_limitations = false; + float primary_limit_angle = 360; + float primary_damp_threshold = 1.0; + float secondary_limit_angle = 360; + float secondary_damp_threshold = 1.0; + + Quaternion from_q; // For time-based interpolation. + Quaternion prev_q; + + float remain = 0; + float time_step = 1.0; + + Vector3 get_basis_vector_from_bone_axis(Basis p_basis, BoneAxis p_axis); + Vector3 get_vector_from_bone_axis(BoneAxis p_axis); + Vector3 get_vector_from_axis(Vector3::Axis p_axis); + Vector2 get_projection_vector(Vector3 p_vector, Vector3::Axis p_axis); + Transform3D look_at_with_axes(Transform3D p_rest); + float remap_powered(float p_from, float p_to, float p_damp_threshold, float p_value); + void init_transition(); + +protected: + void _validate_property(PropertyInfo &p_property) const; + + static void _bind_methods(); + + virtual void _process_modification() override; + +public: + void set_bone(int p_bone); + int get_bone() const; + + void set_forward_axis(BoneAxis p_axis); + BoneAxis get_forward_axis() const; + void set_primary_rotation_axis(Vector3::Axis p_axis); + Vector3::Axis get_primary_rotation_axis() const; + void set_use_secondary_rotation(bool p_enabled); + bool is_using_secondary_rotation() const; + + void set_target_node(NodePath p_target_node); + NodePath get_target_node() const; + + void set_duration(float p_duration); + float get_duration() const; + void set_transition_type(Tween::TransitionType p_transition_type); + Tween::TransitionType get_transition_type() const; + void set_ease_type(Tween::EaseType p_ease_type); + Tween::EaseType get_ease_type() const; + + void set_use_angle_limitation(bool p_enabled); + bool is_using_angle_limitation() const; + void set_primary_limit_angle(float p_angle); + float get_primary_limit_angle() const; + void set_primary_damp_threshold(float p_power); + float get_primary_damp_threshold() const; + void set_secondary_limit_angle(float p_angle); + float get_secondary_limit_angle() const; + void set_secondary_damp_threshold(float p_power); + float get_secondary_damp_threshold() const; +}; + +VARIANT_ENUM_CAST(LookAtModifier3D::BoneAxis); + +#endif // LOOK_AT_MODIFIER_3D_H diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 6b1ce2b4ca7f..287dcfdbb799 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -243,6 +243,7 @@ #include "scene/3d/light_3d.h" #include "scene/3d/lightmap_gi.h" #include "scene/3d/lightmap_probe.h" +#include "scene/3d/look_at_modifier_3d.h" #include "scene/3d/marker_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/multimesh_instance_3d.h" @@ -608,6 +609,7 @@ void register_scene_types() { GDREGISTER_CLASS(SkeletonIK3D); GDREGISTER_CLASS(BoneAttachment3D); + GDREGISTER_CLASS(LookAtModifier3D); GDREGISTER_CLASS(VehicleBody3D); GDREGISTER_CLASS(VehicleWheel3D);