Fix broken root motion scale and refactor API
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4 changed files with 90 additions and 20 deletions
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@ -19,10 +19,66 @@
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Manually advance the animations by the specified time (in seconds).
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</description>
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</method>
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<method name="get_root_motion_transform" qualifiers="const">
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<return type="Transform3D" />
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<method name="get_root_motion_position" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_SCALE_3D] or [constant Animation.TYPE_ROTATION_3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView].
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Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying position to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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var current_rotation: Quaternion
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_rotation = get_quaternion()
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state_machine.travel("Animate")
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var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_rotation" qualifiers="const">
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<return type="Quaternion" />
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<description>
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Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying rotation to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_scale" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying scale to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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var current_scale: Vector3 = Vector3(1, 1, 1)
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var scale_accum: Vector3 = Vector3(1, 1, 1)
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_scale = get_scale()
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scale_accum = Vector3(1, 1, 1)
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state_machine.travel("Animate")
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scale_accum += animation_tree.get_root_motion_scale()
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set_scale(current_scale * scale_accum)
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="rename_parameter">
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@ -48,7 +104,7 @@
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</member>
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<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")">
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The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
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If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
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If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
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</member>
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<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
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The root animation node of this [AnimationTree]. See [AnimationNode].
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@ -874,7 +874,9 @@ void AnimationTree::_process_graph(double p_delta) {
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_update_properties(); //if properties need updating, update them
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//check all tracks, see if they need modification
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root_motion_transform = Transform3D();
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root_motion_position = Vector3(0, 0, 0);
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root_motion_rotation = Quaternion(0, 0, 0, 1);
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root_motion_scale = Vector3(0, 0, 0);
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if (!root.is_valid()) {
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ERR_PRINT("AnimationTree: root AnimationNode is not set, disabling playback.");
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@ -973,7 +975,7 @@ void AnimationTree::_process_graph(double p_delta) {
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if (track->root_motion) {
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t->loc = Vector3(0, 0, 0);
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t->rot = Quaternion(0, 0, 0, 1);
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t->scale = Vector3(0, 0, 0);
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t->scale = Vector3(1, 1, 1);
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} else {
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t->loc = t->init_loc;
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t->rot = t->init_rot;
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@ -1618,11 +1620,9 @@ void AnimationTree::_process_graph(double p_delta) {
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TrackCacheTransform *t = static_cast<TrackCacheTransform *>(track);
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if (t->root_motion) {
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Transform3D xform;
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xform.origin = t->loc;
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xform.basis.set_quaternion_scale(t->rot, Vector3(1, 1, 1) + t->scale);
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root_motion_transform = xform;
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root_motion_position = root_motion_rotation.xform_inv(t->loc);
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root_motion_rotation = t->rot;
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root_motion_scale = t->scale - Vector3(1, 1, 1);
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} else if (t->skeleton && t->bone_idx >= 0) {
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if (t->loc_used) {
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@ -1835,8 +1835,16 @@ NodePath AnimationTree::get_root_motion_track() const {
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return root_motion_track;
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}
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Transform3D AnimationTree::get_root_motion_transform() const {
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return root_motion_transform;
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Vector3 AnimationTree::get_root_motion_position() const {
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return root_motion_position;
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}
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Quaternion AnimationTree::get_root_motion_rotation() const {
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return root_motion_rotation;
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}
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Vector3 AnimationTree::get_root_motion_scale() const {
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return root_motion_scale;
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}
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void AnimationTree::_tree_changed() {
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@ -1994,7 +2002,9 @@ void AnimationTree::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_root_motion_track", "path"), &AnimationTree::set_root_motion_track);
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ClassDB::bind_method(D_METHOD("get_root_motion_track"), &AnimationTree::get_root_motion_track);
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ClassDB::bind_method(D_METHOD("get_root_motion_transform"), &AnimationTree::get_root_motion_transform);
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ClassDB::bind_method(D_METHOD("get_root_motion_position"), &AnimationTree::get_root_motion_position);
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ClassDB::bind_method(D_METHOD("get_root_motion_rotation"), &AnimationTree::get_root_motion_rotation);
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ClassDB::bind_method(D_METHOD("get_root_motion_scale"), &AnimationTree::get_root_motion_scale);
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ClassDB::bind_method(D_METHOD("_update_properties"), &AnimationTree::_update_properties);
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@ -294,7 +294,9 @@ private:
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bool started = true;
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NodePath root_motion_track;
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Transform3D root_motion_transform;
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Vector3 root_motion_position = Vector3(0, 0, 0);
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Quaternion root_motion_rotation = Quaternion(0, 0, 0, 1);
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Vector3 root_motion_scale = Vector3(0, 0, 0);
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friend class AnimationNode;
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bool properties_dirty = true;
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@ -350,7 +352,9 @@ public:
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void set_root_motion_track(const NodePath &p_track);
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NodePath get_root_motion_track() const;
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Transform3D get_root_motion_transform() const;
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Vector3 get_root_motion_position() const;
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Quaternion get_root_motion_rotation() const;
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Vector3 get_root_motion_scale() const;
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real_t get_connection_activity(const StringName &p_path, int p_connection) const;
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void advance(double p_time);
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@ -103,7 +103,8 @@ void RootMotionView::_notification(int p_what) {
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set_physics_process_internal(false);
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}
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transform = tree->get_root_motion_transform();
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transform.origin = tree->get_root_motion_position();
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transform.basis = tree->get_root_motion_rotation(); // Scale is meaningless.
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}
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}
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@ -113,9 +114,8 @@ void RootMotionView::_notification(int p_what) {
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first = false;
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transform.orthonormalize(); //don't want scale, too imprecise
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accumulated = accumulated * transform;
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accumulated.origin += transform.origin;
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accumulated.basis *= transform.basis;
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accumulated.origin.x = Math::fposmod(accumulated.origin.x, cell_size);
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if (zero_y) {
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accumulated.origin.y = 0;
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