feat: modules moved and engine moved to submodule

This commit is contained in:
Jan van der Weide 2025-04-12 18:40:44 +02:00
parent dfb5e645cd
commit c33d2130cc
5136 changed files with 225275 additions and 64485 deletions

View file

@ -487,7 +487,7 @@ void LookAtModifier3D::_bind_methods() {
BIND_ENUM_CONSTANT(ORIGIN_FROM_EXTERNAL_NODE);
}
void LookAtModifier3D::_process_modification() {
void LookAtModifier3D::_process_modification(double p_delta) {
if (!is_inside_tree()) {
return;
}
@ -502,10 +502,10 @@ void LookAtModifier3D::_process_modification() {
int parent_bone = skeleton->get_bone_parent(bone);
if (parent_bone < 0) {
bone_rest_space = skeleton->get_global_transform();
bone_rest_space.origin += skeleton->get_bone_rest(bone).origin;
bone_rest_space.translate_local(skeleton->get_bone_rest(bone).origin);
} else {
bone_rest_space = skeleton->get_global_transform() * skeleton->get_bone_global_pose(parent_bone);
bone_rest_space.origin += skeleton->get_bone_rest(bone).origin;
bone_rest_space.translate_local(skeleton->get_bone_rest(bone).origin);
}
// Calculate forward_vector and destination.
@ -554,13 +554,13 @@ void LookAtModifier3D::_process_modification() {
Vector3 prev_forward_vector_nrm = forward_vector.normalized();
Vector3 rest_forward_vector = get_vector_from_bone_axis(forward_axis);
if (symmetry_limitation) {
if ((is_not_max_influence || !Math::is_equal_approx(primary_limit_angle, (float)Math_TAU)) &&
if ((is_not_max_influence || !Math::is_equal_approx(primary_limit_angle, (float)Math::TAU)) &&
prev_forward_vector_nrm.dot(rest_forward_vector) < 0 &&
forward_vector_nrm.dot(rest_forward_vector) < 0) {
init_transition();
}
} else {
if ((is_not_max_influence || !Math::is_equal_approx(primary_positive_limit_angle + primary_negative_limit_angle, (float)Math_TAU)) &&
if ((is_not_max_influence || !Math::is_equal_approx(primary_positive_limit_angle + primary_negative_limit_angle, (float)Math::TAU)) &&
prev_forward_vector_nrm.dot(rest_forward_vector) < 0 &&
forward_vector_nrm.dot(rest_forward_vector) < 0) {
init_transition();
@ -570,13 +570,7 @@ void LookAtModifier3D::_process_modification() {
// Do time-based interpolation.
if (remaining > 0) {
double delta = 0.0;
if (skeleton->get_modifier_callback_mode_process() == Skeleton3D::MODIFIER_CALLBACK_MODE_PROCESS_IDLE) {
delta = get_process_delta_time();
} else {
delta = get_physics_process_delta_time();
}
remaining = MAX(0, remaining - time_step * delta);
remaining = MAX(0, remaining - time_step * p_delta);
if (is_flippable) {
// Interpolate through the rest same as AnimationTree blending for preventing to penetrate the bone into the body.
Quaternion rest = skeleton->get_bone_rest(bone).basis.get_rotation_quaternion();
@ -666,7 +660,7 @@ float LookAtModifier3D::remap_damped(float p_from, float p_to, float p_damp_thre
return sign * CLAMP(abs_value, p_from, p_to);
}
double limit = Math_PI;
double limit = Math::PI;
double inv_to = 1.0 / p_to;
double end_x = limit * inv_to;
double position = abs_value * inv_to;