Fix PathFollow rotations.
Used parallel transport to move the object along the curve. Also introduced a few more math checks useful for debugging.
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9e2b3f0903
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a1c8896d9d
4 changed files with 57 additions and 36 deletions
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@ -145,6 +145,12 @@ public:
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elements[2][1] = zy;
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elements[2][2] = zz;
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}
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_FORCE_INLINE_ void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
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set_axis(0, p_x);
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set_axis(1, p_y);
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set_axis(2, p_z);
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}
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_FORCE_INLINE_ Vector3 get_column(int i) const {
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return Vector3(elements[0][i], elements[1][i], elements[2][i]);
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@ -82,7 +82,10 @@ Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) co
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}
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void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(p_eye == p_target);
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ERR_FAIL_COND(p_up.length() == 0);
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#endif
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// Reference: MESA source code
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Vector3 v_x, v_y, v_z;
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@ -96,6 +99,9 @@ void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const
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v_y = p_up;
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v_x = v_y.cross(v_z);
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(v_x.length() == 0);
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#endif
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/* Recompute Y = Z cross X */
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v_y = v_z.cross(v_x);
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@ -103,9 +109,8 @@ void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const
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v_x.normalize();
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v_y.normalize();
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basis.set_axis(0, v_x);
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basis.set_axis(1, v_y);
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basis.set_axis(2, v_z);
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basis.set(v_x, v_y, v_z);
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origin = p_eye;
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}
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@ -97,15 +97,7 @@ public:
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void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
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basis.elements[0][0] = xx;
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basis.elements[0][1] = xy;
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basis.elements[0][2] = xz;
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basis.elements[1][0] = yx;
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basis.elements[1][1] = yy;
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basis.elements[1][2] = yz;
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basis.elements[2][0] = zx;
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basis.elements[2][1] = zy;
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basis.elements[2][2] = zz;
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basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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origin.x = tx;
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origin.y = ty;
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origin.z = tz;
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@ -108,40 +108,58 @@ void PathFollow::_update_transform() {
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Vector3 pos = c->interpolate_baked(o, cubic);
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Transform t = get_transform();
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t.origin = pos;
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Vector3 pos_offset = Vector3(h_offset, v_offset, 0);
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if (rotation_mode != ROTATION_NONE) {
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// perform parallel transport
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//
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// see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example
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// for a discussion about why not Frenet frame.
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Vector3 n = (c->interpolate_baked(o + lookahead, cubic) - pos).normalized();
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Vector3 t_prev = pos - c->interpolate_baked(o - lookahead, cubic);
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Vector3 t_cur = c->interpolate_baked(o + lookahead, cubic) - pos;
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if (rotation_mode == ROTATION_Y) {
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Vector3 axis = t_prev.cross(t_cur);
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float dot = t_prev.normalized().dot(t_cur.normalized());
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float angle = Math::acos(CLAMP(dot, -1, 1));
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n.y = 0;
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n.normalize();
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}
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if (n.length() < CMP_EPSILON) { //nothing, use previous
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n = -t.get_basis().get_axis(2).normalized();
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}
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Vector3 up = Vector3(0, 1, 0);
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if (rotation_mode == ROTATION_XYZ) {
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float tilt = c->interpolate_baked_tilt(o);
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if (tilt != 0) {
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Basis rot(-n, tilt); //remember.. lookat will be znegative.. znegative!! we abide by opengl clan.
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up = rot.xform(up);
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if (axis.length() > CMP_EPSILON && angle > CMP_EPSILON) {
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if (rotation_mode == ROTATION_Y) {
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// assuming we're referring to global Y-axis. is this correct?
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axis.x = 0;
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axis.z = 0;
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} else if (rotation_mode == ROTATION_XY) {
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axis.z = 0;
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} else if (rotation_mode == ROTATION_XYZ) {
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// all components are OK
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}
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t.rotate_basis(axis.normalized(), angle);
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}
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t.set_look_at(pos, pos + n, up);
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// do the additional tilting
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float tilt_angle = c->interpolate_baked_tilt(o);
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Vector3 tilt_axis = t_cur; // is this correct??
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if (tilt_axis.length() > CMP_EPSILON && tilt_angle > CMP_EPSILON) {
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if (rotation_mode == ROTATION_Y) {
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tilt_axis.x = 0;
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tilt_axis.z = 0;
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} else if (rotation_mode == ROTATION_XY) {
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tilt_axis.z = 0;
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} else if (rotation_mode == ROTATION_XYZ) {
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// all components are OK
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}
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t.rotate_basis(tilt_axis.normalized(), tilt_angle);
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}
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t.translate(pos_offset);
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} else {
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t.origin = pos;
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t.origin += pos_offset;
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}
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t.origin += t.basis.get_axis(0) * h_offset + t.basis.get_axis(1) * v_offset;
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set_transform(t);
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}
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