-Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
331 lines
9.6 KiB
C++
331 lines
9.6 KiB
C++
/*************************************************************************/
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/* path.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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 "path.h"
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#include "engine.h"
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#include "scene/scene_string_names.h"
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void Path::_notification(int p_what) {
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}
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void Path::_curve_changed() {
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if (is_inside_tree() && Engine::get_singleton()->is_editor_hint())
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update_gizmo();
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if (is_inside_tree()) {
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emit_signal("curve_changed");
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}
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}
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void Path::set_curve(const Ref<Curve3D> &p_curve) {
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if (curve.is_valid()) {
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curve->disconnect("changed", this, "_curve_changed");
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}
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curve = p_curve;
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if (curve.is_valid()) {
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curve->connect("changed", this, "_curve_changed");
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}
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_curve_changed();
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}
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Ref<Curve3D> Path::get_curve() const {
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return curve;
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}
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void Path::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path::set_curve);
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ClassDB::bind_method(D_METHOD("get_curve"), &Path::get_curve);
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ClassDB::bind_method(D_METHOD("_curve_changed"), &Path::_curve_changed);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve3D"), "set_curve", "get_curve");
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ADD_SIGNAL(MethodInfo("curve_changed"));
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}
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Path::Path() {
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set_curve(Ref<Curve3D>(memnew(Curve3D))); //create one by default
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}
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//////////////
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void PathFollow::_update_transform() {
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if (!path)
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return;
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Ref<Curve3D> c = path->get_curve();
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if (!c.is_valid())
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return;
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if (delta_offset == 0) {
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return;
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}
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float o = offset;
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if (loop) {
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o = Math::fposmod(o, c->get_baked_length());
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}
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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 t_prev = (pos - c->interpolate_baked(o - delta_offset, cubic)).normalized();
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Vector3 t_cur = (c->interpolate_baked(o + delta_offset, cubic) - pos).normalized();
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Vector3 axis = t_prev.cross(t_cur);
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float dot = t_prev.dot(t_cur);
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float angle = Math::acos(CLAMP(dot, -1, 1));
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if (likely(Math::abs(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 allowed
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}
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if (likely(axis.length() > CMP_EPSILON)) {
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t.rotate_basis(axis.normalized(), angle);
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}
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}
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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; // not sure what tilt is supposed to do, is this correct??
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if (likely(Math::abs(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 allowed
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}
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if (likely(tilt_axis.length() > CMP_EPSILON)) {
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t.rotate_basis(tilt_axis.normalized(), tilt_angle);
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}
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}
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t.translate(pos_offset);
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} else {
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t.origin += pos_offset;
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}
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set_transform(t);
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}
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void PathFollow::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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Node *parent = get_parent();
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if (parent) {
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path = Object::cast_to<Path>(parent);
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if (path) {
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_update_transform();
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}
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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path = NULL;
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} break;
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}
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}
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void PathFollow::set_cubic_interpolation(bool p_enable) {
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cubic = p_enable;
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}
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bool PathFollow::get_cubic_interpolation() const {
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return cubic;
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}
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void PathFollow::_validate_property(PropertyInfo &property) const {
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if (property.name == "offset") {
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float max = 10000;
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if (path && path->get_curve().is_valid())
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max = path->get_curve()->get_baked_length();
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property.hint_string = "0," + rtos(max) + ",0.01";
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}
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}
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void PathFollow::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &PathFollow::set_offset);
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ClassDB::bind_method(D_METHOD("get_offset"), &PathFollow::get_offset);
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ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &PathFollow::set_h_offset);
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ClassDB::bind_method(D_METHOD("get_h_offset"), &PathFollow::get_h_offset);
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ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &PathFollow::set_v_offset);
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ClassDB::bind_method(D_METHOD("get_v_offset"), &PathFollow::get_v_offset);
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ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &PathFollow::set_unit_offset);
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ClassDB::bind_method(D_METHOD("get_unit_offset"), &PathFollow::get_unit_offset);
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ClassDB::bind_method(D_METHOD("set_rotation_mode", "rotation_mode"), &PathFollow::set_rotation_mode);
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ClassDB::bind_method(D_METHOD("get_rotation_mode"), &PathFollow::get_rotation_mode);
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ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enable"), &PathFollow::set_cubic_interpolation);
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ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &PathFollow::get_cubic_interpolation);
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ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow::set_loop);
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ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow::has_loop);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01"), "set_offset", "get_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ"), "set_rotation_mode", "get_rotation_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
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BIND_ENUM_CONSTANT(ROTATION_NONE);
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BIND_ENUM_CONSTANT(ROTATION_Y);
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BIND_ENUM_CONSTANT(ROTATION_XY);
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BIND_ENUM_CONSTANT(ROTATION_XYZ);
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}
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void PathFollow::set_offset(float p_offset) {
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delta_offset = p_offset - offset;
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offset = p_offset;
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if (path)
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_update_transform();
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_change_notify("offset");
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_change_notify("unit_offset");
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}
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void PathFollow::set_h_offset(float p_h_offset) {
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h_offset = p_h_offset;
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if (path)
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_update_transform();
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}
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float PathFollow::get_h_offset() const {
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return h_offset;
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}
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void PathFollow::set_v_offset(float p_v_offset) {
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v_offset = p_v_offset;
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if (path)
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_update_transform();
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}
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float PathFollow::get_v_offset() const {
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return v_offset;
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}
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float PathFollow::get_offset() const {
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return offset;
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}
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void PathFollow::set_unit_offset(float p_unit_offset) {
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if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length())
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set_offset(p_unit_offset * path->get_curve()->get_baked_length());
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}
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float PathFollow::get_unit_offset() const {
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if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length())
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return get_offset() / path->get_curve()->get_baked_length();
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else
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return 0;
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}
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void PathFollow::set_rotation_mode(RotationMode p_rotation_mode) {
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rotation_mode = p_rotation_mode;
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_update_transform();
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}
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PathFollow::RotationMode PathFollow::get_rotation_mode() const {
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return rotation_mode;
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}
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void PathFollow::set_loop(bool p_loop) {
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loop = p_loop;
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}
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bool PathFollow::has_loop() const {
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return loop;
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}
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PathFollow::PathFollow() {
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offset = 0;
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delta_offset = 0;
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h_offset = 0;
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v_offset = 0;
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path = NULL;
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rotation_mode = ROTATION_XYZ;
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cubic = true;
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loop = true;
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}
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