virtualx-engine/scene/resources/skeleton_modification_2d_ccdik.cpp

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/**************************************************************************/
/* skeleton_modification_2d_ccdik.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
#include "skeleton_modification_2d_ccdik.h"
#include "scene/2d/skeleton_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif // TOOLS_ENABLED
bool SkeletonModification2DCCDIK::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("joint_data/")) {
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, ccdik_data_chain.size(), false);
if (what == "bone2d_node") {
set_ccdik_joint_bone2d_node(which, p_value);
} else if (what == "bone_index") {
set_ccdik_joint_bone_index(which, p_value);
} else if (what == "rotate_from_joint") {
set_ccdik_joint_rotate_from_joint(which, p_value);
} else if (what == "enable_constraint") {
set_ccdik_joint_enable_constraint(which, p_value);
} else if (what == "constraint_angle_min") {
set_ccdik_joint_constraint_angle_min(which, Math::deg_to_rad(float(p_value)));
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
} else if (what == "constraint_angle_max") {
set_ccdik_joint_constraint_angle_max(which, Math::deg_to_rad(float(p_value)));
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
} else if (what == "constraint_angle_invert") {
set_ccdik_joint_constraint_angle_invert(which, p_value);
} else if (what == "constraint_in_localspace") {
set_ccdik_joint_constraint_in_localspace(which, p_value);
}
#ifdef TOOLS_ENABLED
if (what.begins_with("editor_draw_gizmo")) {
set_ccdik_joint_editor_draw_gizmo(which, p_value);
}
#endif // TOOLS_ENABLED
return true;
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor/draw_gizmo")) {
set_editor_draw_gizmo(p_value);
}
#endif // TOOLS_ENABLED
return true;
}
bool SkeletonModification2DCCDIK::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("joint_data/")) {
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, ccdik_data_chain.size(), false);
if (what == "bone2d_node") {
r_ret = get_ccdik_joint_bone2d_node(which);
} else if (what == "bone_index") {
r_ret = get_ccdik_joint_bone_index(which);
} else if (what == "rotate_from_joint") {
r_ret = get_ccdik_joint_rotate_from_joint(which);
} else if (what == "enable_constraint") {
r_ret = get_ccdik_joint_enable_constraint(which);
} else if (what == "constraint_angle_min") {
r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_min(which));
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
} else if (what == "constraint_angle_max") {
r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_max(which));
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
} else if (what == "constraint_angle_invert") {
r_ret = get_ccdik_joint_constraint_angle_invert(which);
} else if (what == "constraint_in_localspace") {
r_ret = get_ccdik_joint_constraint_in_localspace(which);
}
#ifdef TOOLS_ENABLED
if (what.begins_with("editor_draw_gizmo")) {
r_ret = get_ccdik_joint_editor_draw_gizmo(which);
}
#endif // TOOLS_ENABLED
return true;
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor/draw_gizmo")) {
r_ret = get_editor_draw_gizmo();
}
#endif // TOOLS_ENABLED
return true;
}
void SkeletonModification2DCCDIK::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < ccdik_data_chain.size(); i++) {
String base_string = "joint_data/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "rotate_from_joint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "enable_constraint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (ccdik_data_chain[i].enable_constraint) {
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "constraint_angle_min", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "constraint_angle_max", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "constraint_angle_invert", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "constraint_in_localspace", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "editor_draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#endif // TOOLS_ENABLED
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
p_list->push_back(PropertyInfo(Variant::BOOL, "editor/draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#endif // TOOLS_ENABLED
}
void SkeletonModification2DCCDIK::_execute(float p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (!enabled) {
return;
}
if (target_node_cache.is_null()) {
WARN_PRINT_ONCE("Target cache is out of date. Attempting to update...");
update_target_cache();
return;
}
if (tip_node_cache.is_null()) {
WARN_PRINT_ONCE("Tip cache is out of date. Attempting to update...");
update_tip_cache();
return;
}
Node2D *target = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
if (!target || !target->is_inside_tree()) {
ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!");
return;
}
Node2D *tip = Object::cast_to<Node2D>(ObjectDB::get_instance(tip_node_cache));
if (!tip || !tip->is_inside_tree()) {
ERR_PRINT_ONCE("Tip node is not in the scene tree. Cannot execute modification!");
return;
}
for (int i = 0; i < ccdik_data_chain.size(); i++) {
_execute_ccdik_joint(i, target, tip);
}
}
void SkeletonModification2DCCDIK::_execute_ccdik_joint(int p_joint_idx, Node2D *p_target, Node2D *p_tip) {
CCDIK_Joint_Data2D ccdik_data = ccdik_data_chain[p_joint_idx];
if (ccdik_data.bone_idx < 0 || ccdik_data.bone_idx > stack->skeleton->get_bone_count()) {
ERR_PRINT_ONCE("2D CCDIK joint: bone index not found!");
return;
}
Bone2D *operation_bone = stack->skeleton->get_bone(ccdik_data.bone_idx);
Transform2D operation_transform = operation_bone->get_global_transform();
if (ccdik_data.rotate_from_joint) {
// To rotate from the joint, simply look at the target!
operation_transform.set_rotation(
operation_transform.looking_at(p_target->get_global_position()).get_rotation() - operation_bone->get_bone_angle());
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
} else {
// How to rotate from the tip: get the difference of rotation needed from the tip to the target, from the perspective of the joint.
// Because we are only using the offset, we do not need to account for the bone angle of the Bone2D node.
float joint_to_tip = p_tip->get_global_position().angle_to_point(operation_transform.get_origin());
float joint_to_target = p_target->get_global_position().angle_to_point(operation_transform.get_origin());
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
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operation_transform.set_rotation(
operation_transform.get_rotation() + (joint_to_target - joint_to_tip));
}
// Reset scale
operation_transform.set_scale(operation_bone->get_global_scale());
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
// Apply constraints in globalspace:
if (ccdik_data.enable_constraint && !ccdik_data.constraint_in_localspace) {
operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), ccdik_data.constraint_angle_min, ccdik_data.constraint_angle_max, ccdik_data.constraint_angle_invert));
}
// Convert from a global transform to a delta and then apply the delta to the local transform.
operation_bone->set_global_transform(operation_transform);
operation_transform = operation_bone->get_transform();
// Apply constraints in localspace:
if (ccdik_data.enable_constraint && ccdik_data.constraint_in_localspace) {
operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), ccdik_data.constraint_angle_min, ccdik_data.constraint_angle_max, ccdik_data.constraint_angle_invert));
}
// Set the local pose override, and to make sure child bones are also updated, set the transform of the bone.
stack->skeleton->set_bone_local_pose_override(ccdik_data.bone_idx, operation_transform, stack->strength, true);
operation_bone->set_transform(operation_transform);
operation_bone->notification(operation_bone->NOTIFICATION_TRANSFORM_CHANGED);
}
void SkeletonModification2DCCDIK::_setup_modification(SkeletonModificationStack2D *p_stack) {
stack = p_stack;
if (stack != nullptr) {
is_setup = true;
update_target_cache();
update_tip_cache();
}
}
void SkeletonModification2DCCDIK::_draw_editor_gizmo() {
if (!enabled || !is_setup) {
return;
}
for (int i = 0; i < ccdik_data_chain.size(); i++) {
if (!ccdik_data_chain[i].editor_draw_gizmo) {
continue;
}
Bone2D *operation_bone = stack->skeleton->get_bone(ccdik_data_chain[i].bone_idx);
editor_draw_angle_constraints(operation_bone, ccdik_data_chain[i].constraint_angle_min, ccdik_data_chain[i].constraint_angle_max,
ccdik_data_chain[i].enable_constraint, ccdik_data_chain[i].constraint_in_localspace, ccdik_data_chain[i].constraint_angle_invert);
}
}
void SkeletonModification2DCCDIK::update_target_cache() {
if (!is_setup || !stack) {
ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!");
return;
}
target_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(target_node)) {
Node *node = stack->skeleton->get_node(target_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update target cache: node is not in the scene tree!");
target_node_cache = node->get_instance_id();
}
}
}
}
void SkeletonModification2DCCDIK::update_tip_cache() {
if (!is_setup || !stack) {
ERR_PRINT_ONCE("Cannot update tip cache: modification is not properly setup!");
return;
}
tip_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(tip_node)) {
Node *node = stack->skeleton->get_node(tip_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update tip cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update tip cache: node is not in the scene tree!");
tip_node_cache = node->get_instance_id();
}
}
}
}
void SkeletonModification2DCCDIK::ccdik_joint_update_bone2d_cache(int p_joint_idx) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "Cannot update bone2d cache: joint index out of range!");
if (!is_setup || !stack) {
ERR_PRINT_ONCE("Cannot update CCDIK Bone2D cache: modification is not properly setup!");
return;
}
ccdik_data_chain.write[p_joint_idx].bone2d_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(ccdik_data_chain[p_joint_idx].bone2d_node)) {
Node *node = stack->skeleton->get_node(ccdik_data_chain[p_joint_idx].bone2d_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update CCDIK joint " + itos(p_joint_idx) + " Bone2D cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update CCDIK joint " + itos(p_joint_idx) + " Bone2D cache: node is not in the scene tree!");
ccdik_data_chain.write[p_joint_idx].bone2d_node_cache = node->get_instance_id();
Bone2D *bone = Object::cast_to<Bone2D>(node);
if (bone) {
ccdik_data_chain.write[p_joint_idx].bone_idx = bone->get_index_in_skeleton();
} else {
ERR_FAIL_MSG("CCDIK joint " + itos(p_joint_idx) + " Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
}
}
}
}
}
void SkeletonModification2DCCDIK::set_target_node(const NodePath &p_target_node) {
target_node = p_target_node;
update_target_cache();
}
NodePath SkeletonModification2DCCDIK::get_target_node() const {
return target_node;
}
void SkeletonModification2DCCDIK::set_tip_node(const NodePath &p_tip_node) {
tip_node = p_tip_node;
update_tip_cache();
}
NodePath SkeletonModification2DCCDIK::get_tip_node() const {
return tip_node;
}
void SkeletonModification2DCCDIK::set_ccdik_data_chain_length(int p_length) {
ccdik_data_chain.resize(p_length);
notify_property_list_changed();
}
int SkeletonModification2DCCDIK::get_ccdik_data_chain_length() {
return ccdik_data_chain.size();
}
void SkeletonModification2DCCDIK::set_ccdik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].bone2d_node = p_target_node;
ccdik_joint_update_bone2d_cache(p_joint_idx);
notify_property_list_changed();
}
NodePath SkeletonModification2DCCDIK::get_ccdik_joint_bone2d_node(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), NodePath(), "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].bone2d_node;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCCDIK joint out of range!");
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
if (is_setup) {
if (stack->skeleton) {
ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
ccdik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
ccdik_data_chain.write[p_joint_idx].bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
ccdik_data_chain.write[p_joint_idx].bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
} else {
WARN_PRINT("Cannot verify the CCDIK joint " + itos(p_joint_idx) + " bone index for this modification...");
ccdik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
}
} else {
WARN_PRINT("Cannot verify the CCDIK joint " + itos(p_joint_idx) + " bone index for this modification...");
ccdik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
}
notify_property_list_changed();
}
int SkeletonModification2DCCDIK::get_ccdik_joint_bone_index(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), -1, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].bone_idx;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_rotate_from_joint(int p_joint_idx, bool p_rotate_from_joint) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].rotate_from_joint = p_rotate_from_joint;
}
bool SkeletonModification2DCCDIK::get_ccdik_joint_rotate_from_joint(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].rotate_from_joint;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_constraint) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].enable_constraint = p_constraint;
notify_property_list_changed();
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DCCDIK::get_ccdik_joint_enable_constraint(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].enable_constraint;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_min(int p_joint_idx, float p_angle_min) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].constraint_angle_min = p_angle_min;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
float SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_min(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), 0.0, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].constraint_angle_min;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_max(int p_joint_idx, float p_angle_max) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].constraint_angle_max = p_angle_max;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
float SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_max(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), 0.0, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].constraint_angle_max;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_invert(int p_joint_idx, bool p_invert) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].constraint_angle_invert = p_invert;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_invert(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].constraint_angle_invert;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_in_localspace(int p_joint_idx, bool p_constraint_in_localspace) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].constraint_in_localspace = p_constraint_in_localspace;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DCCDIK::get_ccdik_joint_constraint_in_localspace(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].constraint_in_localspace;
}
void SkeletonModification2DCCDIK::set_ccdik_joint_editor_draw_gizmo(int p_joint_idx, bool p_draw_gizmo) {
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
ccdik_data_chain.write[p_joint_idx].editor_draw_gizmo = p_draw_gizmo;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DCCDIK::get_ccdik_joint_editor_draw_gizmo(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
return ccdik_data_chain[p_joint_idx].editor_draw_gizmo;
}
void SkeletonModification2DCCDIK::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DCCDIK::set_target_node);
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DCCDIK::get_target_node);
ClassDB::bind_method(D_METHOD("set_tip_node", "tip_nodepath"), &SkeletonModification2DCCDIK::set_tip_node);
ClassDB::bind_method(D_METHOD("get_tip_node"), &SkeletonModification2DCCDIK::get_tip_node);
ClassDB::bind_method(D_METHOD("set_ccdik_data_chain_length", "length"), &SkeletonModification2DCCDIK::set_ccdik_data_chain_length);
ClassDB::bind_method(D_METHOD("get_ccdik_data_chain_length"), &SkeletonModification2DCCDIK::get_ccdik_data_chain_length);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_bone2d_node", "joint_idx", "bone2d_nodepath"), &SkeletonModification2DCCDIK::set_ccdik_joint_bone2d_node);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_bone2d_node", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_bone2d_node);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification2DCCDIK::set_ccdik_joint_bone_index);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_bone_index", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_bone_index);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_rotate_from_joint", "joint_idx", "rotate_from_joint"), &SkeletonModification2DCCDIK::set_ccdik_joint_rotate_from_joint);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_rotate_from_joint", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_rotate_from_joint);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_enable_constraint", "joint_idx", "enable_constraint"), &SkeletonModification2DCCDIK::set_ccdik_joint_enable_constraint);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_enable_constraint", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_enable_constraint);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_min", "joint_idx", "angle_min"), &SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_min);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_min", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_min);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_max", "joint_idx", "angle_max"), &SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_max);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_max", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_max);
ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_invert", "joint_idx", "invert"), &SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_invert);
ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_invert", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_invert);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "tip_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_tip_node", "get_tip_node");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ccdik_data_chain_length", PROPERTY_HINT_RANGE, "0, 100, 1"), "set_ccdik_data_chain_length", "get_ccdik_data_chain_length");
}
SkeletonModification2DCCDIK::SkeletonModification2DCCDIK() {
stack = nullptr;
is_setup = false;
enabled = true;
editor_draw_gizmo = true;
}
SkeletonModification2DCCDIK::~SkeletonModification2DCCDIK() {
}