Move enum BoneAxis to SkeletonModifier from LookAtModifier

This commit is contained in:
Silc Lizard (Tokage) Renew
2025-01-05 14:14:36 +09:00
parent 0f95e9f8e6
commit f1f152ea5a
6 changed files with 117 additions and 105 deletions

View File

@@ -109,7 +109,7 @@ void LookAtModifier3D::set_forward_axis(BoneAxis p_axis) {
update_configuration_warnings();
}
LookAtModifier3D::BoneAxis LookAtModifier3D::get_forward_axis() const {
SkeletonModifier3D::BoneAxis LookAtModifier3D::get_forward_axis() const {
return forward_axis;
}
@@ -482,13 +482,6 @@ void LookAtModifier3D::_bind_methods() {
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);
@@ -610,7 +603,7 @@ bool LookAtModifier3D::is_intersecting_axis(const Vector3 &p_prev, const Vector3
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 LookAtModifier3D::get_basis_vector_from_bone_axis(const Basis &p_basis, BoneAxis p_axis) {
Vector3 ret;
switch (p_axis) {
case BONE_AXIS_PLUS_X: {
@@ -635,67 +628,12 @@ Vector3 LookAtModifier3D::get_basis_vector_from_bone_axis(const Basis &p_basis,
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::Axis LookAtModifier3D::get_secondary_rotation_axis(BoneAxis p_forward_axis, Vector3::Axis p_primary_rotation_axis) {
Vector3 secondary_plane = get_vector_from_bone_axis(p_forward_axis) + get_vector_from_axis(p_primary_rotation_axis);
return Math::is_zero_approx(secondary_plane.x) ? Vector3::AXIS_X : (Math::is_zero_approx(secondary_plane.y) ? Vector3::AXIS_Y : Vector3::AXIS_Z);
}
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 {
Vector2 LookAtModifier3D::get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) {
// NOTE: axis is swapped between 2D and 3D.
Vector2 ret;
switch (p_axis) {
@@ -789,8 +727,7 @@ Transform3D LookAtModifier3D::look_at_with_axes(const Transform3D &p_rest) {
}
// 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);
secondary_rotation_axis = get_secondary_rotation_axis(forward_axis, primary_rotation_axis);
if (!use_secondary_rotation) {
return current_result;