/**************************************************************************/ /* skeleton_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 "skeleton_modifier_3d.h" PackedStringArray SkeletonModifier3D::get_configuration_warnings() const { PackedStringArray warnings = Node3D::get_configuration_warnings(); if (skeleton_id.is_null()) { warnings.push_back(RTR("Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D.")); } return warnings; } /* Skeleton3D */ Skeleton3D *SkeletonModifier3D::get_skeleton() const { return ObjectDB::get_instance(skeleton_id); } void SkeletonModifier3D::_update_skeleton_path() { skeleton_id = ObjectID(); // Make sure parent is a Skeleton3D. Skeleton3D *sk = Object::cast_to(get_parent()); if (sk) { skeleton_id = sk->get_instance_id(); } } void SkeletonModifier3D::_update_skeleton() { if (!is_inside_tree()) { return; } Skeleton3D *old_sk = get_skeleton(); _update_skeleton_path(); Skeleton3D *new_sk = get_skeleton(); if (old_sk != new_sk) { _skeleton_changed(old_sk, new_sk); } if (new_sk) { _validate_bone_names(); } update_configuration_warnings(); } void SkeletonModifier3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) { GDVIRTUAL_CALL(_skeleton_changed, p_old, p_new); } void SkeletonModifier3D::_validate_bone_names() { GDVIRTUAL_CALL(_validate_bone_names); } void SkeletonModifier3D::_force_update_skeleton_skin() { if (!is_inside_tree()) { return; } Skeleton3D *skeleton = get_skeleton(); if (!skeleton) { return; } skeleton->force_update_deferred(); } /* Process */ void SkeletonModifier3D::set_active(bool p_active) { if (active == p_active) { return; } active = p_active; _set_active(active); _force_update_skeleton_skin(); } bool SkeletonModifier3D::is_active() const { return active; } void SkeletonModifier3D::_set_active(bool p_active) { // } void SkeletonModifier3D::set_influence(real_t p_influence) { influence = p_influence; } real_t SkeletonModifier3D::get_influence() const { return influence; } void SkeletonModifier3D::process_modification(double p_delta) { if (!is_inside_tree() || !active) { return; } _process_modification(p_delta); emit_signal(SNAME("modification_processed")); } void SkeletonModifier3D::_process_modification(double p_delta) { if (GDVIRTUAL_CALL(_process_modification_with_delta, p_delta)) { return; } #ifndef DISABLE_DEPRECATED if (GDVIRTUAL_CALL(_process_modification)) { return; } #endif // DISABLE_DEPRECATED } void SkeletonModifier3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: case NOTIFICATION_PARENTED: { _update_skeleton(); } break; case NOTIFICATION_EXIT_TREE: case NOTIFICATION_UNPARENTED: { _force_update_skeleton_skin(); } break; } } void SkeletonModifier3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModifier3D::get_skeleton); ClassDB::bind_method(D_METHOD("set_active", "active"), &SkeletonModifier3D::set_active); ClassDB::bind_method(D_METHOD("is_active"), &SkeletonModifier3D::is_active); ClassDB::bind_method(D_METHOD("set_influence", "influence"), &SkeletonModifier3D::set_influence); ClassDB::bind_method(D_METHOD("get_influence"), &SkeletonModifier3D::get_influence); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence"); ADD_SIGNAL(MethodInfo("modification_processed")); GDVIRTUAL_BIND(_process_modification_with_delta, "delta"); #ifndef DISABLE_DEPRECATED GDVIRTUAL_BIND(_process_modification); #endif GDVIRTUAL_BIND(_skeleton_changed, "old_skeleton", "new_skeleton"); GDVIRTUAL_BIND(_validate_bone_names); 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(BONE_DIRECTION_PLUS_X); BIND_ENUM_CONSTANT(BONE_DIRECTION_MINUS_X); BIND_ENUM_CONSTANT(BONE_DIRECTION_PLUS_Y); BIND_ENUM_CONSTANT(BONE_DIRECTION_MINUS_Y); BIND_ENUM_CONSTANT(BONE_DIRECTION_PLUS_Z); BIND_ENUM_CONSTANT(BONE_DIRECTION_MINUS_Z); BIND_ENUM_CONSTANT(BONE_DIRECTION_FROM_PARENT); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_NONE); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_PLUS_X); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_MINUS_X); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_PLUS_Y); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_MINUS_Y); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_PLUS_Z); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_MINUS_Z); BIND_ENUM_CONSTANT(SECONDARY_DIRECTION_CUSTOM); BIND_ENUM_CONSTANT(ROTATION_AXIS_X); BIND_ENUM_CONSTANT(ROTATION_AXIS_Y); BIND_ENUM_CONSTANT(ROTATION_AXIS_Z); BIND_ENUM_CONSTANT(ROTATION_AXIS_ALL); BIND_ENUM_CONSTANT(ROTATION_AXIS_CUSTOM); } Vector3 SkeletonModifier3D::get_vector_from_bone_axis(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 SkeletonModifier3D::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; } Vector3::Axis SkeletonModifier3D::get_axis_from_bone_axis(BoneAxis p_axis) { 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; } Vector3 SkeletonModifier3D::limit_length(const Vector3 &p_origin, const Vector3 &p_destination, float p_length) { return p_origin + (p_destination - p_origin).normalized() * p_length; } Quaternion SkeletonModifier3D::get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation) { int parent = p_skeleton->get_bone_parent(p_bone); if (parent < 0) { return p_global_pose_rotation; } return (p_skeleton->get_bone_global_pose(parent).basis.get_rotation_quaternion().inverse() * p_global_pose_rotation).normalized(); } Quaternion SkeletonModifier3D::get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot) { if (Math::is_equal_approx((float)p_from.dot(p_to), -1.0f)) { return p_prev_rot; // For preventing to glitch, checking dot for detecting flip is more accurate than checking cross. } Vector3 axis = p_from.cross(p_to); if (axis.is_zero_approx()) { return p_prev_rot; } float angle = p_from.angle_to(p_to); if (Math::is_zero_approx(angle)) { angle = 0.0; } return Quaternion(axis.normalized(), angle); } Quaternion SkeletonModifier3D::get_from_to_rotation_by_axis(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_axis) { const double ALMOST_ONE = 1.0 - CMP_EPSILON; double dot = p_from.dot(p_to); if (dot > ALMOST_ONE) { return Quaternion(); } if (dot < -ALMOST_ONE) { return Quaternion(p_axis, Math::PI); } double angle = p_from.angle_to(p_to); Vector3 cross = p_from.cross(p_to); if (std::signbit(cross.dot(p_axis))) { angle = -angle; } return Quaternion(p_axis, angle); } Quaternion SkeletonModifier3D::get_swing(const Quaternion &p_rotation, const Vector3 &p_axis) { if (p_axis.is_zero_approx()) { return p_rotation; } Quaternion rot = p_rotation; if (!rot.is_normalized()) { rot.normalize(); } Vector3 axis = p_axis.normalized(); const Vector3 v(rot.x, rot.y, rot.z); const real_t proj_len = v.dot(axis); const Vector3 twist_vec = axis * proj_len; Quaternion twist(twist_vec.x, twist_vec.y, twist_vec.z, rot.w); if (!twist.is_normalized()) { if (Math::is_zero_approx(twist.length_squared())) { return rot; } twist.normalize(); } Quaternion swing = rot * twist.inverse(); swing.normalize(); return swing; } Vector3 SkeletonModifier3D::snap_vector_to_plane(const Vector3 &p_plane_normal, const Vector3 &p_vector) { if (Math::is_zero_approx(p_plane_normal.length_squared())) { return p_vector; } double length = p_vector.length(); Vector3 normalized_vec = p_vector.normalized(); Vector3 normal = p_plane_normal.normalized(); return normalized_vec.slide(normal) * length; } double SkeletonModifier3D::symmetrize_angle(double p_angle) { double angle = Math::fposmod(p_angle, Math::TAU); return angle > Math::PI ? angle - Math::TAU : angle; } double SkeletonModifier3D::get_roll_angle(const Quaternion &p_rotation, const Vector3 &p_roll_axis) { // Ensure roll axis is normalized. Vector3 roll_axis = p_roll_axis.normalized(); // Project the quaternion rotation onto the roll axis. // This gives us the component of rotation around that axis. double dot = p_rotation.x * roll_axis.x + p_rotation.y * roll_axis.y + p_rotation.z * roll_axis.z; // Create a quaternion representing just the roll component. Quaternion roll_component; roll_component.x = roll_axis.x * dot; roll_component.y = roll_axis.y * dot; roll_component.z = roll_axis.z * dot; roll_component.w = p_rotation.w; // Normalize this component. double length = roll_component.length(); if (length > CMP_EPSILON) { roll_component = roll_component / length; } else { return 0.0; } // Extract the angle. double angle = 2.0 * Math::acos(CLAMP(roll_component.w, -1.0, 1.0)); // Determine the sign. double direction = (roll_component.x * roll_axis.x + roll_component.y * roll_axis.y + roll_component.z * roll_axis.z > 0) ? 1.0 : -1.0; return symmetrize_angle(angle * direction); } Vector3 SkeletonModifier3D::get_projected_normal(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_point) { // Get nearest normal vector to p_point from the infinite line p_a to p_b. const Vector3 dir = p_b - p_a; const real_t denom = dir.length_squared(); if (Math::is_zero_approx(denom)) { return Vector3(); } const Vector3 w = p_point - p_a; const real_t t = w.dot(dir) / denom; const Vector3 h = p_a + dir * t; return (p_point - h).normalized(); } SkeletonModifier3D::SkeletonModifier3D() { }