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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/3d/aim_modifier_3d.cpp
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/**************************************************************************/
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/* aim_modifier_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "aim_modifier_3d.h"
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#include "scene/3d/look_at_modifier_3d.h"
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bool AimModifier3D::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (path.begins_with("settings/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, (int)settings.size(), false);
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if (what == "forward_axis") {
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set_forward_axis(which, static_cast<BoneAxis>((int)p_value));
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} else if (what == "use_euler") {
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set_use_euler(which, p_value);
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} else if (what == "primary_rotation_axis") {
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set_primary_rotation_axis(which, static_cast<Vector3::Axis>((int)p_value));
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} else if (what == "use_secondary_rotation") {
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set_use_secondary_rotation(which, p_value);
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} else if (what == "relative") {
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set_relative(which, p_value);
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} else {
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return false;
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}
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}
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return true;
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}
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bool AimModifier3D::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (path.begins_with("settings/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, (int)settings.size(), false);
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if (what == "forward_axis") {
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r_ret = (int)get_forward_axis(which);
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} else if (what == "use_euler") {
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r_ret = is_using_euler(which);
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} else if (what == "primary_rotation_axis") {
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r_ret = (int)get_primary_rotation_axis(which);
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} else if (what == "use_secondary_rotation") {
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r_ret = is_using_secondary_rotation(which);
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} else if (what == "relative") {
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r_ret = is_relative(which);
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} else {
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return false;
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}
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}
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return true;
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}
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void AimModifier3D::_get_property_list(List<PropertyInfo> *p_list) const {
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BoneConstraint3D::get_property_list(p_list);
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for (uint32_t i = 0; i < settings.size(); i++) {
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String path = "settings/" + itos(i) + "/";
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int rotation_usage = is_using_euler(i) ? PROPERTY_USAGE_DEFAULT : PROPERTY_USAGE_NONE;
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p_list->push_back(PropertyInfo(Variant::INT, path + "forward_axis", PROPERTY_HINT_ENUM, SkeletonModifier3D::get_hint_bone_axis()));
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_euler"));
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p_list->push_back(PropertyInfo(Variant::INT, path + "primary_rotation_axis", PROPERTY_HINT_ENUM, "X,Y,Z", rotation_usage));
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "use_secondary_rotation", PROPERTY_HINT_NONE, "", rotation_usage));
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "relative"));
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}
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}
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PackedStringArray AimModifier3D::get_configuration_warnings() const {
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PackedStringArray warnings = BoneConstraint3D::get_configuration_warnings();
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for (uint32_t i = 0; i < settings.size(); i++) {
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if (is_using_euler(i) && get_axis_from_bone_axis(get_forward_axis(i)) == get_primary_rotation_axis(i)) {
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warnings.push_back(vformat(RTR("Forward axis and primary rotation axis must not be parallel in setting %s."), itos(i)));
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}
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}
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return warnings;
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}
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void AimModifier3D::_validate_setting(int p_index) {
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settings[p_index] = memnew(AimModifier3DSetting);
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}
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void AimModifier3D::set_forward_axis(int p_index, BoneAxis p_axis) {
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ERR_FAIL_INDEX(p_index, (int)settings.size());
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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setting->forward_axis = p_axis;
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update_configuration_warnings();
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}
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SkeletonModifier3D::BoneAxis AimModifier3D::get_forward_axis(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, (int)settings.size(), BONE_AXIS_PLUS_Y);
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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return setting->forward_axis;
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}
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void AimModifier3D::set_use_euler(int p_index, bool p_enabled) {
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ERR_FAIL_INDEX(p_index, (int)settings.size());
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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setting->use_euler = p_enabled;
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notify_property_list_changed();
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update_configuration_warnings();
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}
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bool AimModifier3D::is_using_euler(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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return setting->use_euler;
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}
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void AimModifier3D::set_primary_rotation_axis(int p_index, Vector3::Axis p_axis) {
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ERR_FAIL_INDEX(p_index, (int)settings.size());
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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setting->primary_rotation_axis = p_axis;
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update_configuration_warnings();
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}
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Vector3::Axis AimModifier3D::get_primary_rotation_axis(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, (int)settings.size(), Vector3::AXIS_X);
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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return setting->primary_rotation_axis;
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}
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void AimModifier3D::set_use_secondary_rotation(int p_index, bool p_enabled) {
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ERR_FAIL_INDEX(p_index, (int)settings.size());
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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setting->use_secondary_rotation = p_enabled;
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}
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bool AimModifier3D::is_using_secondary_rotation(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, (int)settings.size(), false);
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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return setting->use_secondary_rotation;
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}
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void AimModifier3D::set_relative(int p_index, bool p_enabled) {
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ERR_FAIL_INDEX(p_index, (int)settings.size());
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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setting->relative = p_enabled;
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}
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bool AimModifier3D::is_relative(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, (int)settings.size(), 0);
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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return setting->relative;
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}
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void AimModifier3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_forward_axis", "index", "axis"), &AimModifier3D::set_forward_axis);
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ClassDB::bind_method(D_METHOD("get_forward_axis", "index"), &AimModifier3D::get_forward_axis);
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ClassDB::bind_method(D_METHOD("set_use_euler", "index", "enabled"), &AimModifier3D::set_use_euler);
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ClassDB::bind_method(D_METHOD("is_using_euler", "index"), &AimModifier3D::is_using_euler);
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ClassDB::bind_method(D_METHOD("set_primary_rotation_axis", "index", "axis"), &AimModifier3D::set_primary_rotation_axis);
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ClassDB::bind_method(D_METHOD("get_primary_rotation_axis", "index"), &AimModifier3D::get_primary_rotation_axis);
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ClassDB::bind_method(D_METHOD("set_use_secondary_rotation", "index", "enabled"), &AimModifier3D::set_use_secondary_rotation);
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ClassDB::bind_method(D_METHOD("is_using_secondary_rotation", "index"), &AimModifier3D::is_using_secondary_rotation);
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ClassDB::bind_method(D_METHOD("set_relative", "index", "enabled"), &AimModifier3D::set_relative);
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ClassDB::bind_method(D_METHOD("is_relative", "index"), &AimModifier3D::is_relative);
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ADD_ARRAY_COUNT("Settings", "setting_count", "set_setting_count", "get_setting_count", "settings/");
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}
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void AimModifier3D::_process_constraint_by_bone(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount) {
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if (p_apply_bone == p_reference_bone) {
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ERR_PRINT_ONCE_ED(vformat("In setting %s, the reference bone must not be same with the apply bone.", itos(p_index)));
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return;
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}
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Vector3 reference_origin = p_skeleton->get_bone_global_pose(p_reference_bone).origin;
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_process_aim(p_index, p_skeleton, p_apply_bone, reference_origin, p_amount);
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}
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void AimModifier3D::_process_constraint_by_node(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, const NodePath &p_reference_node, float p_amount) {
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Node3D *nd = Object::cast_to<Node3D>(get_node_or_null(p_reference_node));
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if (!nd) {
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return;
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}
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Transform3D skel_tr = p_skeleton->get_global_transform_interpolated();
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Vector3 reference_origin = nd->get_global_transform_interpolated().origin - skel_tr.origin;
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_process_aim(p_index, p_skeleton, p_apply_bone, skel_tr.basis.get_rotation_quaternion().xform_inv(reference_origin), p_amount);
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}
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void AimModifier3D::_process_aim(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, Vector3 p_target, float p_amount) {
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AimModifier3DSetting *setting = static_cast<AimModifier3DSetting *>(settings[p_index]);
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// Prepare forward_vector and rest.
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Transform3D src_bone_rest = setting->relative ? p_skeleton->get_bone_pose(p_apply_bone) : p_skeleton->get_bone_rest(p_apply_bone);
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Transform3D bone_rest_space;
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int parent_bone = p_skeleton->get_bone_parent(p_apply_bone);
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if (parent_bone < 0) {
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bone_rest_space.translate_local(src_bone_rest.origin);
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} else {
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bone_rest_space = p_skeleton->get_bone_global_pose(parent_bone);
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bone_rest_space.translate_local(src_bone_rest.origin);
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}
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Vector3 forward_vector = bone_rest_space.basis.get_rotation_quaternion().xform_inv(p_target - bone_rest_space.origin);
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if (forward_vector.is_zero_approx()) {
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return;
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}
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forward_vector.normalize();
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// Calculate look at rotation.
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Quaternion destination;
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if (setting->use_euler) {
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Vector3 current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(src_bone_rest.basis, setting->forward_axis).normalized();
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Vector2 src_vec2 = LookAtModifier3D::get_projection_vector(src_bone_rest.basis.xform_inv(forward_vector), setting->primary_rotation_axis).normalized();
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Vector2 dst_vec2 = LookAtModifier3D::get_projection_vector(src_bone_rest.basis.xform_inv(current_vector), setting->primary_rotation_axis).normalized();
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real_t calculated_angle = src_vec2.angle_to(dst_vec2);
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Transform3D primary_result = src_bone_rest.rotated_local(get_vector_from_axis(setting->primary_rotation_axis), calculated_angle);
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Transform3D current_result = primary_result;
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if (setting->use_secondary_rotation) {
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Vector3::Axis secondary_rotation_axis = LookAtModifier3D::get_secondary_rotation_axis(setting->forward_axis, setting->primary_rotation_axis);
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current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(primary_result.basis, setting->forward_axis).normalized();
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src_vec2 = LookAtModifier3D::get_projection_vector(primary_result.basis.xform_inv(forward_vector), secondary_rotation_axis).normalized();
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dst_vec2 = LookAtModifier3D::get_projection_vector(primary_result.basis.xform_inv(current_vector), secondary_rotation_axis).normalized();
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calculated_angle = src_vec2.angle_to(dst_vec2);
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current_result = primary_result.rotated_local(get_vector_from_axis(secondary_rotation_axis), calculated_angle);
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}
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destination = current_result.basis.get_rotation_quaternion();
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} else {
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Vector3 current_vector = LookAtModifier3D::get_basis_vector_from_bone_axis(src_bone_rest.basis, setting->forward_axis).normalized();
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destination = Quaternion(current_vector, forward_vector) * src_bone_rest.basis.get_rotation_quaternion();
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}
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p_skeleton->set_bone_pose_rotation(p_apply_bone, p_skeleton->get_bone_pose_rotation(p_apply_bone).slerp(destination, p_amount));
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}
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AimModifier3D::~AimModifier3D() {
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clear_settings();
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}
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