2023-01-05 13:25:55 +01:00
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/**************************************************************************/
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/* skeleton_modification_2d_ccdik.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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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
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#include "skeleton_modification_2d_ccdik.h"
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#include "scene/2d/skeleton_2d.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_settings.h"
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#endif // TOOLS_ENABLED
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bool SkeletonModification2DCCDIK::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (path.begins_with("joint_data/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, ccdik_data_chain.size(), false);
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if (what == "bone2d_node") {
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set_ccdik_joint_bone2d_node(which, p_value);
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} else if (what == "bone_index") {
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set_ccdik_joint_bone_index(which, p_value);
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} else if (what == "rotate_from_joint") {
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set_ccdik_joint_rotate_from_joint(which, p_value);
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} else if (what == "enable_constraint") {
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set_ccdik_joint_enable_constraint(which, p_value);
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} else if (what == "constraint_angle_min") {
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2022-08-13 17:45:42 +02:00
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set_ccdik_joint_constraint_angle_min(which, Math::deg_to_rad(float(p_value)));
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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
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} else if (what == "constraint_angle_max") {
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2022-08-13 17:45:42 +02:00
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set_ccdik_joint_constraint_angle_max(which, Math::deg_to_rad(float(p_value)));
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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
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} else if (what == "constraint_angle_invert") {
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set_ccdik_joint_constraint_angle_invert(which, p_value);
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} else if (what == "constraint_in_localspace") {
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set_ccdik_joint_constraint_in_localspace(which, p_value);
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}
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#ifdef TOOLS_ENABLED
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2023-10-27 17:06:15 +02:00
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else if (what.begins_with("editor_draw_gizmo")) {
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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
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set_ccdik_joint_editor_draw_gizmo(which, p_value);
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}
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#endif // TOOLS_ENABLED
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2023-10-27 17:06:15 +02:00
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else {
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return false;
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}
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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
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}
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#ifdef TOOLS_ENABLED
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2023-10-27 17:06:15 +02:00
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else if (path.begins_with("editor/draw_gizmo")) {
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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
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set_editor_draw_gizmo(p_value);
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}
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#endif // TOOLS_ENABLED
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2023-10-27 17:06:15 +02:00
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else {
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return false;
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}
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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
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return true;
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}
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bool SkeletonModification2DCCDIK::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (path.begins_with("joint_data/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, ccdik_data_chain.size(), false);
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if (what == "bone2d_node") {
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r_ret = get_ccdik_joint_bone2d_node(which);
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} else if (what == "bone_index") {
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r_ret = get_ccdik_joint_bone_index(which);
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} else if (what == "rotate_from_joint") {
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r_ret = get_ccdik_joint_rotate_from_joint(which);
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} else if (what == "enable_constraint") {
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r_ret = get_ccdik_joint_enable_constraint(which);
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} else if (what == "constraint_angle_min") {
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2022-08-13 17:45:42 +02:00
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r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_min(which));
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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
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} else if (what == "constraint_angle_max") {
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2022-08-13 17:45:42 +02:00
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r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_max(which));
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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
|
|
|
} 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
|
2023-10-27 17:06:15 +02:00
|
|
|
else if (what.begins_with("editor_draw_gizmo")) {
|
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
|
|
|
r_ret = get_ccdik_joint_editor_draw_gizmo(which);
|
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
2023-10-27 17:06:15 +02:00
|
|
|
else {
|
|
|
|
return false;
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
2023-10-27 17:06:15 +02:00
|
|
|
else if (path.begins_with("editor/draw_gizmo")) {
|
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
|
|
|
r_ret = get_editor_draw_gizmo();
|
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
2023-10-27 17:06:15 +02:00
|
|
|
else {
|
|
|
|
return false;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
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(
|
2021-08-14 10:16:57 +02:00
|
|
|
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.
|
2021-11-17 18:21:53 +01:00
|
|
|
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.
2020-08-03 20:02:24 +02:00
|
|
|
operation_transform.set_rotation(
|
|
|
|
operation_transform.get_rotation() + (joint_to_target - joint_to_tip));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reset scale
|
2021-08-14 10:16:57 +02:00
|
|
|
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
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// Apply constraints in globalspace:
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if (ccdik_data.enable_constraint && !ccdik_data.constraint_in_localspace) {
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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));
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}
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// Convert from a global transform to a delta and then apply the delta to the local transform.
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operation_bone->set_global_transform(operation_transform);
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operation_transform = operation_bone->get_transform();
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// Apply constraints in localspace:
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if (ccdik_data.enable_constraint && ccdik_data.constraint_in_localspace) {
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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));
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}
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// Set the local pose override, and to make sure child bones are also updated, set the transform of the bone.
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stack->skeleton->set_bone_local_pose_override(ccdik_data.bone_idx, operation_transform, stack->strength, true);
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operation_bone->set_transform(operation_transform);
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operation_bone->notification(operation_bone->NOTIFICATION_TRANSFORM_CHANGED);
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}
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void SkeletonModification2DCCDIK::_setup_modification(SkeletonModificationStack2D *p_stack) {
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stack = p_stack;
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if (stack != nullptr) {
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is_setup = true;
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update_target_cache();
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update_tip_cache();
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}
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}
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void SkeletonModification2DCCDIK::_draw_editor_gizmo() {
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if (!enabled || !is_setup) {
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return;
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}
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for (int i = 0; i < ccdik_data_chain.size(); i++) {
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if (!ccdik_data_chain[i].editor_draw_gizmo) {
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continue;
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}
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Bone2D *operation_bone = stack->skeleton->get_bone(ccdik_data_chain[i].bone_idx);
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editor_draw_angle_constraints(operation_bone, ccdik_data_chain[i].constraint_angle_min, ccdik_data_chain[i].constraint_angle_max,
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ccdik_data_chain[i].enable_constraint, ccdik_data_chain[i].constraint_in_localspace, ccdik_data_chain[i].constraint_angle_invert);
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}
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}
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void SkeletonModification2DCCDIK::update_target_cache() {
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if (!is_setup || !stack) {
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ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!");
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return;
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}
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target_node_cache = ObjectID();
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if (stack->skeleton) {
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if (stack->skeleton->is_inside_tree()) {
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if (stack->skeleton->has_node(target_node)) {
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Node *node = stack->skeleton->get_node(target_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update target cache: node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update target cache: node is not in the scene tree!");
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target_node_cache = node->get_instance_id();
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}
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}
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}
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}
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void SkeletonModification2DCCDIK::update_tip_cache() {
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if (!is_setup || !stack) {
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ERR_PRINT_ONCE("Cannot update tip cache: modification is not properly setup!");
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return;
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}
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tip_node_cache = ObjectID();
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if (stack->skeleton) {
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if (stack->skeleton->is_inside_tree()) {
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if (stack->skeleton->has_node(tip_node)) {
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Node *node = stack->skeleton->get_node(tip_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update tip cache: node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update tip cache: node is not in the scene tree!");
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tip_node_cache = node->get_instance_id();
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}
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}
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}
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}
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void SkeletonModification2DCCDIK::ccdik_joint_update_bone2d_cache(int p_joint_idx) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "Cannot update bone2d cache: joint index out of range!");
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if (!is_setup || !stack) {
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ERR_PRINT_ONCE("Cannot update CCDIK Bone2D cache: modification is not properly setup!");
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return;
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}
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ccdik_data_chain.write[p_joint_idx].bone2d_node_cache = ObjectID();
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if (stack->skeleton) {
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if (stack->skeleton->is_inside_tree()) {
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if (stack->skeleton->has_node(ccdik_data_chain[p_joint_idx].bone2d_node)) {
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Node *node = stack->skeleton->get_node(ccdik_data_chain[p_joint_idx].bone2d_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update CCDIK joint " + itos(p_joint_idx) + " Bone2D cache: node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update CCDIK joint " + itos(p_joint_idx) + " Bone2D cache: node is not in the scene tree!");
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ccdik_data_chain.write[p_joint_idx].bone2d_node_cache = node->get_instance_id();
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Bone2D *bone = Object::cast_to<Bone2D>(node);
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if (bone) {
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ccdik_data_chain.write[p_joint_idx].bone_idx = bone->get_index_in_skeleton();
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} else {
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ERR_FAIL_MSG("CCDIK joint " + itos(p_joint_idx) + " Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
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}
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}
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}
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}
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}
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void SkeletonModification2DCCDIK::set_target_node(const NodePath &p_target_node) {
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target_node = p_target_node;
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update_target_cache();
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}
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NodePath SkeletonModification2DCCDIK::get_target_node() const {
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return target_node;
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}
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void SkeletonModification2DCCDIK::set_tip_node(const NodePath &p_tip_node) {
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tip_node = p_tip_node;
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update_tip_cache();
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}
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NodePath SkeletonModification2DCCDIK::get_tip_node() const {
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return tip_node;
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}
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void SkeletonModification2DCCDIK::set_ccdik_data_chain_length(int p_length) {
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ccdik_data_chain.resize(p_length);
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notify_property_list_changed();
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}
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int SkeletonModification2DCCDIK::get_ccdik_data_chain_length() {
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return ccdik_data_chain.size();
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
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ccdik_data_chain.write[p_joint_idx].bone2d_node = p_target_node;
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ccdik_joint_update_bone2d_cache(p_joint_idx);
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notify_property_list_changed();
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}
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NodePath SkeletonModification2DCCDIK::get_ccdik_joint_bone2d_node(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), NodePath(), "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].bone2d_node;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCCDIK joint out of range!");
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ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
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if (is_setup) {
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if (stack->skeleton) {
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ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
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ccdik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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ccdik_data_chain.write[p_joint_idx].bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
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ccdik_data_chain.write[p_joint_idx].bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
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} else {
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WARN_PRINT("Cannot verify the CCDIK joint " + itos(p_joint_idx) + " bone index for this modification...");
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ccdik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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}
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} else {
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WARN_PRINT("Cannot verify the CCDIK joint " + itos(p_joint_idx) + " bone index for this modification...");
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ccdik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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}
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notify_property_list_changed();
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}
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int SkeletonModification2DCCDIK::get_ccdik_joint_bone_index(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), -1, "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].bone_idx;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_rotate_from_joint(int p_joint_idx, bool p_rotate_from_joint) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
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ccdik_data_chain.write[p_joint_idx].rotate_from_joint = p_rotate_from_joint;
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}
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bool SkeletonModification2DCCDIK::get_ccdik_joint_rotate_from_joint(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].rotate_from_joint;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_constraint) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
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ccdik_data_chain.write[p_joint_idx].enable_constraint = p_constraint;
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notify_property_list_changed();
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#ifdef TOOLS_ENABLED
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if (stack && is_setup) {
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stack->set_editor_gizmos_dirty(true);
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}
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#endif // TOOLS_ENABLED
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}
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bool SkeletonModification2DCCDIK::get_ccdik_joint_enable_constraint(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].enable_constraint;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_min(int p_joint_idx, float p_angle_min) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
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ccdik_data_chain.write[p_joint_idx].constraint_angle_min = p_angle_min;
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#ifdef TOOLS_ENABLED
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if (stack && is_setup) {
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stack->set_editor_gizmos_dirty(true);
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}
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#endif // TOOLS_ENABLED
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}
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float SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_min(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), 0.0, "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].constraint_angle_min;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_max(int p_joint_idx, float p_angle_max) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
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ccdik_data_chain.write[p_joint_idx].constraint_angle_max = p_angle_max;
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#ifdef TOOLS_ENABLED
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if (stack && is_setup) {
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stack->set_editor_gizmos_dirty(true);
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}
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#endif // TOOLS_ENABLED
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}
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float SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_max(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), 0.0, "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].constraint_angle_max;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_invert(int p_joint_idx, bool p_invert) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
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ccdik_data_chain.write[p_joint_idx].constraint_angle_invert = p_invert;
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#ifdef TOOLS_ENABLED
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if (stack && is_setup) {
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stack->set_editor_gizmos_dirty(true);
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}
|
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|
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#endif // TOOLS_ENABLED
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}
|
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bool SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_invert(int p_joint_idx) const {
|
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|
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
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|
return ccdik_data_chain[p_joint_idx].constraint_angle_invert;
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}
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void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_in_localspace(int p_joint_idx, bool p_constraint_in_localspace) {
|
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|
|
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
|
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|
|
ccdik_data_chain.write[p_joint_idx].constraint_in_localspace = p_constraint_in_localspace;
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|
|
|
|
|
|
#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!");
|
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|
|
return ccdik_data_chain[p_joint_idx].constraint_in_localspace;
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|
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}
|
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void SkeletonModification2DCCDIK::set_ccdik_joint_editor_draw_gizmo(int p_joint_idx, bool p_draw_gizmo) {
|
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|
|
ERR_FAIL_INDEX_MSG(p_joint_idx, ccdik_data_chain.size(), "CCDIK joint out of range!");
|
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|
|
ccdik_data_chain.write[p_joint_idx].editor_draw_gizmo = p_draw_gizmo;
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|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
if (stack && is_setup) {
|
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|
|
stack->set_editor_gizmos_dirty(true);
|
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SkeletonModification2DCCDIK::get_ccdik_joint_editor_draw_gizmo(int p_joint_idx) const {
|
|
|
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, ccdik_data_chain.size(), false, "CCDIK joint out of range!");
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return ccdik_data_chain[p_joint_idx].editor_draw_gizmo;
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}
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void SkeletonModification2DCCDIK::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DCCDIK::set_target_node);
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ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DCCDIK::get_target_node);
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ClassDB::bind_method(D_METHOD("set_tip_node", "tip_nodepath"), &SkeletonModification2DCCDIK::set_tip_node);
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ClassDB::bind_method(D_METHOD("get_tip_node"), &SkeletonModification2DCCDIK::get_tip_node);
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ClassDB::bind_method(D_METHOD("set_ccdik_data_chain_length", "length"), &SkeletonModification2DCCDIK::set_ccdik_data_chain_length);
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ClassDB::bind_method(D_METHOD("get_ccdik_data_chain_length"), &SkeletonModification2DCCDIK::get_ccdik_data_chain_length);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_bone2d_node", "joint_idx", "bone2d_nodepath"), &SkeletonModification2DCCDIK::set_ccdik_joint_bone2d_node);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_bone2d_node", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_bone2d_node);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification2DCCDIK::set_ccdik_joint_bone_index);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_bone_index", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_bone_index);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_rotate_from_joint", "joint_idx", "rotate_from_joint"), &SkeletonModification2DCCDIK::set_ccdik_joint_rotate_from_joint);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_rotate_from_joint", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_rotate_from_joint);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_enable_constraint", "joint_idx", "enable_constraint"), &SkeletonModification2DCCDIK::set_ccdik_joint_enable_constraint);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_enable_constraint", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_enable_constraint);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_min", "joint_idx", "angle_min"), &SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_min);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_min", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_min);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_max", "joint_idx", "angle_max"), &SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_max);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_max", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_max);
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ClassDB::bind_method(D_METHOD("set_ccdik_joint_constraint_angle_invert", "joint_idx", "invert"), &SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_invert);
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ClassDB::bind_method(D_METHOD("get_ccdik_joint_constraint_angle_invert", "joint_idx"), &SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_invert);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "tip_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_tip_node", "get_tip_node");
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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");
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}
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SkeletonModification2DCCDIK::SkeletonModification2DCCDIK() {
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stack = nullptr;
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is_setup = false;
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enabled = true;
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editor_draw_gizmo = true;
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}
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SkeletonModification2DCCDIK::~SkeletonModification2DCCDIK() {
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}
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