2018-05-16 19:19:33 +02:00
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/*************************************************************************/
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/* skeleton_2d.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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2022-01-03 21:27:34 +01:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2018-05-16 19:19:33 +02:00
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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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2018-02-21 21:23:27 +01:00
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#include "skeleton_2d.h"
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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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#ifdef TOOLS_ENABLED
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2022-02-12 02:46:22 +01:00
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#include "editor/editor_data.h"
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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 "editor/editor_settings.h"
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#include "editor/plugins/canvas_item_editor_plugin.h"
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#endif //TOOLS_ENABLED
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bool Bone2D::_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("auto_calculate_length_and_angle")) {
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set_autocalculate_length_and_angle(p_value);
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} else if (path.begins_with("length")) {
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set_length(p_value);
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} else if (path.begins_with("bone_angle")) {
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2021-08-10 00:15:17 +02:00
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set_bone_angle(Math::deg2rad(real_t(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 (path.begins_with("default_length")) {
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set_length(p_value);
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}
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#ifdef TOOLS_ENABLED
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if (path.begins_with("editor_settings/show_bone_gizmo")) {
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_editor_set_show_bone_gizmo(p_value);
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}
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#endif // TOOLS_ENABLED
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return true;
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}
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bool Bone2D::_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("auto_calculate_length_and_angle")) {
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r_ret = get_autocalculate_length_and_angle();
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} else if (path.begins_with("length")) {
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r_ret = get_length();
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} else if (path.begins_with("bone_angle")) {
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r_ret = Math::rad2deg(get_bone_angle());
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} else if (path.begins_with("default_length")) {
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r_ret = get_length();
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}
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#ifdef TOOLS_ENABLED
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if (path.begins_with("editor_settings/show_bone_gizmo")) {
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r_ret = _editor_get_show_bone_gizmo();
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}
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#endif // TOOLS_ENABLED
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return true;
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}
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void Bone2D::_get_property_list(List<PropertyInfo> *p_list) const {
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2022-05-19 08:08:47 +02:00
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p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("auto_calculate_length_and_angle"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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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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if (!autocalculate_length_and_angle) {
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2022-05-19 08:08:47 +02:00
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p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("length"), PROPERTY_HINT_RANGE, "1, 1024, 1", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("bone_angle"), PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
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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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2022-05-19 08:08:47 +02:00
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p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("editor_settings/show_bone_gizmo"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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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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#endif // TOOLS_ENABLED
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}
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2018-02-21 21:23:27 +01:00
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void Bone2D::_notification(int p_what) {
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2022-02-15 18:06:48 +01:00
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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Node *parent = get_parent();
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parent_bone = Object::cast_to<Bone2D>(parent);
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skeleton = nullptr;
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while (parent) {
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skeleton = Object::cast_to<Skeleton2D>(parent);
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if (skeleton) {
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break;
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}
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if (!Object::cast_to<Bone2D>(parent)) {
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break; //skeletons must be chained to Bone2Ds.
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}
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2018-05-02 16:00:35 +02:00
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2022-02-15 18:06:48 +01:00
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parent = parent->get_parent();
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}
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2018-02-21 21:23:27 +01:00
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2022-02-15 18:06:48 +01:00
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if (skeleton) {
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Skeleton2D::Bone bone;
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bone.bone = this;
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skeleton->bones.push_back(bone);
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skeleton->_make_bone_setup_dirty();
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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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2022-02-15 18:06:48 +01:00
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cache_transform = get_transform();
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copy_transform_to_cache = true;
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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
|
|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
2022-02-15 18:06:48 +01:00
|
|
|
// Only draw the gizmo in the editor!
|
|
|
|
if (Engine::get_singleton()->is_editor_hint() == false) {
|
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
update();
|
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
|
|
|
#endif // TOOLS_ENABLED
|
2022-02-15 18:06:48 +01:00
|
|
|
} break;
|
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
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
|
|
|
if (skeleton) {
|
|
|
|
skeleton->_make_transform_dirty();
|
|
|
|
}
|
|
|
|
if (copy_transform_to_cache) {
|
|
|
|
cache_transform = get_transform();
|
|
|
|
}
|
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
|
2022-02-15 18:06:48 +01:00
|
|
|
// Only draw the gizmo in the editor!
|
|
|
|
if (Engine::get_singleton()->is_editor_hint() == false) {
|
|
|
|
return;
|
|
|
|
}
|
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
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
update();
|
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
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
if (get_parent()) {
|
|
|
|
Bone2D *parent_bone = Object::cast_to<Bone2D>(get_parent());
|
|
|
|
if (parent_bone) {
|
|
|
|
parent_bone->update();
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
2022-02-15 18:06:48 +01:00
|
|
|
} break;
|
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
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
case NOTIFICATION_MOVED_IN_PARENT: {
|
|
|
|
if (skeleton) {
|
|
|
|
skeleton->_make_bone_setup_dirty();
|
|
|
|
}
|
|
|
|
if (copy_transform_to_cache) {
|
|
|
|
cache_transform = get_transform();
|
|
|
|
}
|
|
|
|
} break;
|
2018-02-21 21:23:27 +01:00
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
|
|
if (skeleton) {
|
|
|
|
for (int i = 0; i < skeleton->bones.size(); i++) {
|
|
|
|
if (skeleton->bones[i].bone == this) {
|
|
|
|
skeleton->bones.remove_at(i);
|
|
|
|
break;
|
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
2022-02-15 18:06:48 +01:00
|
|
|
skeleton->_make_bone_setup_dirty();
|
|
|
|
skeleton = nullptr;
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
2022-02-15 18:06:48 +01:00
|
|
|
parent_bone = nullptr;
|
|
|
|
set_transform(cache_transform);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case NOTIFICATION_READY: {
|
|
|
|
if (autocalculate_length_and_angle) {
|
|
|
|
calculate_length_and_rotation();
|
|
|
|
}
|
|
|
|
} break;
|
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
|
2022-02-15 18:06:48 +01:00
|
|
|
case NOTIFICATION_EDITOR_PRE_SAVE:
|
|
|
|
case NOTIFICATION_EDITOR_POST_SAVE: {
|
|
|
|
Transform2D tmp_trans = get_transform();
|
|
|
|
set_transform(cache_transform);
|
|
|
|
cache_transform = tmp_trans;
|
|
|
|
} break;
|
|
|
|
|
|
|
|
// Bone2D Editor gizmo drawing:
|
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
|
|
|
#ifndef _MSC_VER
|
|
|
|
#warning TODO Bone2D gizmo drawing needs to be moved to an editor plugin
|
|
|
|
#endif
|
2022-02-15 18:06:48 +01:00
|
|
|
case NOTIFICATION_DRAW: {
|
|
|
|
// Only draw the gizmo in the editor!
|
|
|
|
if (Engine::get_singleton()->is_editor_hint() == false) {
|
|
|
|
return;
|
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
|
|
|
}
|
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
if (editor_gizmo_rid.is_null()) {
|
|
|
|
editor_gizmo_rid = RenderingServer::get_singleton()->canvas_item_create();
|
|
|
|
RenderingServer::get_singleton()->canvas_item_set_parent(editor_gizmo_rid, get_canvas_item());
|
|
|
|
RenderingServer::get_singleton()->canvas_item_set_z_as_relative_to_parent(editor_gizmo_rid, true);
|
|
|
|
RenderingServer::get_singleton()->canvas_item_set_z_index(editor_gizmo_rid, 10);
|
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
|
|
|
}
|
2022-02-15 18:06:48 +01:00
|
|
|
RenderingServer::get_singleton()->canvas_item_clear(editor_gizmo_rid);
|
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
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
if (!_editor_show_bone_gizmo) {
|
|
|
|
return;
|
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
|
|
|
}
|
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
// Undo scaling
|
|
|
|
Transform2D editor_gizmo_trans = Transform2D();
|
|
|
|
editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
|
|
|
|
RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
|
|
|
|
|
|
|
|
Color bone_color1 = EditorSettings::get_singleton()->get("editors/2d/bone_color1");
|
|
|
|
Color bone_color2 = EditorSettings::get_singleton()->get("editors/2d/bone_color2");
|
|
|
|
Color bone_ik_color = EditorSettings::get_singleton()->get("editors/2d/bone_ik_color");
|
|
|
|
Color bone_outline_color = EditorSettings::get_singleton()->get("editors/2d/bone_outline_color");
|
|
|
|
Color bone_selected_color = EditorSettings::get_singleton()->get("editors/2d/bone_selected_color");
|
|
|
|
|
|
|
|
bool Bone2D_found = false;
|
|
|
|
for (int i = 0; i < get_child_count(); i++) {
|
|
|
|
Bone2D *child_node = nullptr;
|
|
|
|
child_node = Object::cast_to<Bone2D>(get_child(i));
|
|
|
|
if (!child_node) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
Bone2D_found = true;
|
|
|
|
|
|
|
|
Vector<Vector2> bone_shape;
|
|
|
|
Vector<Vector2> bone_shape_outline;
|
|
|
|
|
|
|
|
_editor_get_bone_shape(&bone_shape, &bone_shape_outline, child_node);
|
|
|
|
|
|
|
|
Vector<Color> colors;
|
|
|
|
if (has_meta("_local_pose_override_enabled_")) {
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
} else {
|
|
|
|
colors.push_back(bone_color1);
|
|
|
|
colors.push_back(bone_color2);
|
|
|
|
colors.push_back(bone_color1);
|
|
|
|
colors.push_back(bone_color2);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Color> outline_colors;
|
|
|
|
if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
} else {
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
}
|
|
|
|
|
|
|
|
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
|
|
|
|
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
|
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
|
|
|
}
|
|
|
|
|
2022-02-15 18:06:48 +01:00
|
|
|
if (!Bone2D_found) {
|
|
|
|
Vector<Vector2> bone_shape;
|
|
|
|
Vector<Vector2> bone_shape_outline;
|
|
|
|
|
|
|
|
_editor_get_bone_shape(&bone_shape, &bone_shape_outline, nullptr);
|
|
|
|
|
|
|
|
Vector<Color> colors;
|
|
|
|
if (has_meta("_local_pose_override_enabled_")) {
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
colors.push_back(bone_ik_color);
|
|
|
|
} else {
|
|
|
|
colors.push_back(bone_color1);
|
|
|
|
colors.push_back(bone_color2);
|
|
|
|
colors.push_back(bone_color1);
|
|
|
|
colors.push_back(bone_color2);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Color> outline_colors;
|
|
|
|
if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
outline_colors.push_back(bone_selected_color);
|
|
|
|
} else {
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
outline_colors.push_back(bone_outline_color);
|
|
|
|
}
|
|
|
|
|
|
|
|
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
|
|
|
|
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
#endif // TOOLS_ENABLED
|
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
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
2020-05-14 14:29:06 +02:00
|
|
|
|
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
|
|
|
|
bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone) {
|
|
|
|
int bone_width = EditorSettings::get_singleton()->get("editors/2d/bone_width");
|
|
|
|
int bone_outline_width = EditorSettings::get_singleton()->get("editors/2d/bone_outline_size");
|
|
|
|
|
|
|
|
if (!is_inside_tree()) {
|
|
|
|
return false; //may have been removed
|
|
|
|
}
|
|
|
|
if (!p_other_bone && length <= 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector2 rel;
|
|
|
|
if (p_other_bone) {
|
2021-08-14 10:16:57 +02:00
|
|
|
rel = (p_other_bone->get_global_position() - get_global_position());
|
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
|
|
|
rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
|
|
|
|
} else {
|
2021-08-10 00:15:17 +02:00
|
|
|
real_t angle_to_use = get_rotation() + 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
|
|
|
rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y));
|
|
|
|
rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector2 relt = rel.rotated(Math_PI * 0.5).normalized() * bone_width;
|
|
|
|
Vector2 reln = rel.normalized();
|
|
|
|
Vector2 reltn = relt.normalized();
|
|
|
|
|
|
|
|
if (p_shape) {
|
|
|
|
p_shape->clear();
|
|
|
|
p_shape->push_back(Vector2(0, 0));
|
|
|
|
p_shape->push_back(rel * 0.2 + relt);
|
|
|
|
p_shape->push_back(rel);
|
|
|
|
p_shape->push_back(rel * 0.2 - relt);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_outline_shape) {
|
|
|
|
p_outline_shape->clear();
|
|
|
|
p_outline_shape->push_back((-reln - reltn) * bone_outline_width);
|
|
|
|
p_outline_shape->push_back((-reln + reltn) * bone_outline_width);
|
|
|
|
p_outline_shape->push_back(rel * 0.2 + relt + reltn * bone_outline_width);
|
|
|
|
p_outline_shape->push_back(rel + (reln + reltn) * bone_outline_width);
|
|
|
|
p_outline_shape->push_back(rel + (reln - reltn) * bone_outline_width);
|
|
|
|
p_outline_shape->push_back(rel * 0.2 - relt - reltn * bone_outline_width);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bone2D::_editor_set_show_bone_gizmo(bool p_show_gizmo) {
|
|
|
|
_editor_show_bone_gizmo = p_show_gizmo;
|
|
|
|
update();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Bone2D::_editor_get_show_bone_gizmo() const {
|
|
|
|
return _editor_show_bone_gizmo;
|
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
|
|
|
|
2018-02-21 21:23:27 +01:00
|
|
|
void Bone2D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
|
|
|
|
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
|
2018-05-03 22:29:15 +02:00
|
|
|
ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
|
|
|
|
|
2018-05-04 21:46:32 +02:00
|
|
|
ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
|
|
|
|
|
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
|
|
|
ClassDB::bind_method(D_METHOD("set_autocalculate_length_and_angle", "auto_calculate"), &Bone2D::set_autocalculate_length_and_angle);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_autocalculate_length_and_angle"), &Bone2D::get_autocalculate_length_and_angle);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_length", "length"), &Bone2D::set_length);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_length"), &Bone2D::get_length);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_bone_angle", "angle"), &Bone2D::set_bone_angle);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_bone_angle"), &Bone2D::get_bone_angle);
|
|
|
|
|
2018-05-31 08:58:37 +02:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest"), "set_rest", "get_rest");
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void Bone2D::set_rest(const Transform2D &p_rest) {
|
|
|
|
rest = p_rest;
|
2020-05-14 16:41:43 +02:00
|
|
|
if (skeleton) {
|
2018-02-21 21:23:27 +01:00
|
|
|
skeleton->_make_bone_setup_dirty();
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
2018-05-03 22:29:15 +02:00
|
|
|
|
2020-10-29 11:01:28 +01:00
|
|
|
update_configuration_warnings();
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
Transform2D Bone2D::get_rest() const {
|
|
|
|
return rest;
|
|
|
|
}
|
|
|
|
|
|
|
|
Transform2D Bone2D::get_skeleton_rest() const {
|
|
|
|
if (parent_bone) {
|
|
|
|
return parent_bone->get_skeleton_rest() * rest;
|
|
|
|
} else {
|
|
|
|
return rest;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bone2D::apply_rest() {
|
|
|
|
set_transform(rest);
|
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
void Bone2D::set_default_length(real_t p_length) {
|
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
|
|
|
WARN_DEPRECATED_MSG("set_default_length is deprecated. Please use set_length instead!");
|
|
|
|
set_length(p_length);
|
2018-05-04 21:46:32 +02:00
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
real_t Bone2D::get_default_length() const {
|
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
|
|
|
WARN_DEPRECATED_MSG("get_default_length is deprecated. Please use get_length instead!");
|
|
|
|
return get_length();
|
2018-05-04 21:46:32 +02:00
|
|
|
}
|
|
|
|
|
2018-05-03 22:29:15 +02:00
|
|
|
int Bone2D::get_index_in_skeleton() const {
|
2018-05-31 08:58:37 +02:00
|
|
|
ERR_FAIL_COND_V(!skeleton, -1);
|
2018-05-03 22:29:15 +02:00
|
|
|
skeleton->_update_bone_setup();
|
|
|
|
return skeleton_index;
|
|
|
|
}
|
2020-05-14 14:29:06 +02:00
|
|
|
|
2020-10-29 11:01:28 +01:00
|
|
|
TypedArray<String> Bone2D::get_configuration_warnings() const {
|
|
|
|
TypedArray<String> warnings = Node::get_configuration_warnings();
|
2018-02-21 21:23:27 +01:00
|
|
|
if (!skeleton) {
|
|
|
|
if (parent_bone) {
|
2022-03-28 15:24:14 +02:00
|
|
|
warnings.push_back(RTR("This Bone2D chain should end at a Skeleton2D node."));
|
2018-02-21 21:23:27 +01:00
|
|
|
} else {
|
2022-03-28 15:24:14 +02:00
|
|
|
warnings.push_back(RTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node."));
|
2018-05-03 22:29:15 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-05-31 08:58:37 +02:00
|
|
|
if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
|
2022-03-28 15:24:14 +02:00
|
|
|
warnings.push_back(RTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."));
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
2020-10-29 11:01:28 +01:00
|
|
|
return warnings;
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
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
|
|
|
void Bone2D::calculate_length_and_rotation() {
|
|
|
|
// if there is at least a single child Bone2D node, we can calculate
|
|
|
|
// the length and direction. We will always just use the first Bone2D for this.
|
|
|
|
bool calculated = false;
|
|
|
|
int child_count = get_child_count();
|
|
|
|
if (child_count > 0) {
|
|
|
|
for (int i = 0; i < child_count; i++) {
|
|
|
|
Bone2D *child = Object::cast_to<Bone2D>(get_child(i));
|
|
|
|
if (child) {
|
2021-08-14 10:16:57 +02:00
|
|
|
Vector2 child_local_pos = to_local(child->get_global_position());
|
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
|
|
|
length = child_local_pos.length();
|
2021-09-06 08:32:50 +02:00
|
|
|
bone_angle = child_local_pos.normalized().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
|
|
|
calculated = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (calculated) {
|
|
|
|
return; // Finished!
|
|
|
|
} else {
|
|
|
|
WARN_PRINT("No Bone2D children of node " + get_name() + ". Cannot calculate bone length or angle reliably.\nUsing transform rotation for bone angle");
|
|
|
|
bone_angle = get_transform().get_rotation();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bone2D::set_autocalculate_length_and_angle(bool p_autocalculate) {
|
|
|
|
autocalculate_length_and_angle = p_autocalculate;
|
|
|
|
if (autocalculate_length_and_angle) {
|
|
|
|
calculate_length_and_rotation();
|
|
|
|
}
|
|
|
|
notify_property_list_changed();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Bone2D::get_autocalculate_length_and_angle() const {
|
|
|
|
return autocalculate_length_and_angle;
|
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
void Bone2D::set_length(real_t p_length) {
|
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
|
|
|
length = p_length;
|
|
|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
update();
|
|
|
|
#endif // TOOLS_ENABLED
|
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
real_t Bone2D::get_length() const {
|
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 length;
|
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
void Bone2D::set_bone_angle(real_t p_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
|
|
|
bone_angle = p_angle;
|
|
|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
update();
|
|
|
|
#endif // TOOLS_ENABLED
|
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
real_t Bone2D::get_bone_angle() const {
|
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 bone_angle;
|
|
|
|
}
|
|
|
|
|
2018-02-21 21:23:27 +01:00
|
|
|
Bone2D::Bone2D() {
|
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
|
|
|
skeleton = nullptr;
|
|
|
|
parent_bone = nullptr;
|
|
|
|
skeleton_index = -1;
|
|
|
|
length = 16;
|
|
|
|
bone_angle = 0;
|
|
|
|
autocalculate_length_and_angle = true;
|
2018-02-21 21:23:27 +01:00
|
|
|
set_notify_local_transform(true);
|
2018-05-03 22:29:15 +02:00
|
|
|
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
|
2018-05-31 08:58:37 +02:00
|
|
|
for (int i = 0; i < 3; i++) {
|
|
|
|
rest[i] = Vector2(0, 0);
|
2018-05-03 22:29:15 +02:00
|
|
|
}
|
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
|
|
|
copy_transform_to_cache = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
Bone2D::~Bone2D() {
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
if (!editor_gizmo_rid.is_null()) {
|
|
|
|
RenderingServer::get_singleton()->free(editor_gizmo_rid);
|
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////
|
|
|
|
|
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
|
|
|
bool Skeleton2D::_set(const StringName &p_path, const Variant &p_value) {
|
|
|
|
String path = p_path;
|
|
|
|
|
|
|
|
if (path.begins_with("modification_stack")) {
|
|
|
|
set_modification_stack(p_value);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Skeleton2D::_get(const StringName &p_path, Variant &r_ret) const {
|
|
|
|
String path = p_path;
|
|
|
|
|
|
|
|
if (path.begins_with("modification_stack")) {
|
|
|
|
r_ret = get_modification_stack();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Skeleton2D::_get_property_list(List<PropertyInfo> *p_list) const {
|
|
|
|
p_list->push_back(
|
2022-05-19 08:08:47 +02:00
|
|
|
PropertyInfo(Variant::OBJECT, PNAME("modification_stack"),
|
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
|
|
|
PROPERTY_HINT_RESOURCE_TYPE,
|
|
|
|
"SkeletonModificationStack2D",
|
|
|
|
PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
|
|
|
|
}
|
|
|
|
|
2018-02-21 21:23:27 +01:00
|
|
|
void Skeleton2D::_make_bone_setup_dirty() {
|
2020-05-14 16:41:43 +02:00
|
|
|
if (bone_setup_dirty) {
|
2018-02-21 21:23:27 +01:00
|
|
|
return;
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
bone_setup_dirty = true;
|
|
|
|
if (is_inside_tree()) {
|
2021-07-17 23:22:52 +02:00
|
|
|
call_deferred(SNAME("_update_bone_setup"));
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Skeleton2D::_update_bone_setup() {
|
2020-05-14 16:41:43 +02:00
|
|
|
if (!bone_setup_dirty) {
|
2018-02-21 21:23:27 +01:00
|
|
|
return;
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
|
|
|
|
bone_setup_dirty = false;
|
2021-02-09 17:19:03 +01:00
|
|
|
RS::get_singleton()->skeleton_allocate_data(skeleton, bones.size(), true);
|
2018-02-21 21:23:27 +01:00
|
|
|
|
2021-03-12 14:35:16 +01:00
|
|
|
bones.sort(); //sorting so that they are always in the same order/index
|
2018-02-21 21:23:27 +01:00
|
|
|
|
|
|
|
for (int i = 0; i < bones.size(); i++) {
|
2018-07-25 03:11:03 +02:00
|
|
|
bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
|
|
|
|
bones.write[i].bone->skeleton_index = i;
|
2018-05-03 22:29:15 +02:00
|
|
|
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
|
|
|
|
if (parent_bone) {
|
2018-07-25 03:11:03 +02:00
|
|
|
bones.write[i].parent_index = parent_bone->skeleton_index;
|
2018-05-03 22:29:15 +02:00
|
|
|
} else {
|
2018-07-25 03:11:03 +02:00
|
|
|
bones.write[i].parent_index = -1;
|
2018-05-03 22:29:15 +02:00
|
|
|
}
|
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
|
|
|
|
|
|
|
bones.write[i].local_pose_override = bones[i].bone->get_skeleton_rest();
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
transform_dirty = true;
|
|
|
|
_update_transform();
|
2021-07-17 23:22:52 +02:00
|
|
|
emit_signal(SNAME("bone_setup_changed"));
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void Skeleton2D::_make_transform_dirty() {
|
2020-05-14 16:41:43 +02:00
|
|
|
if (transform_dirty) {
|
2018-02-21 21:23:27 +01:00
|
|
|
return;
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
transform_dirty = true;
|
|
|
|
if (is_inside_tree()) {
|
2021-07-17 23:22:52 +02:00
|
|
|
call_deferred(SNAME("_update_transform"));
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Skeleton2D::_update_transform() {
|
|
|
|
if (bone_setup_dirty) {
|
|
|
|
_update_bone_setup();
|
|
|
|
return; //above will update transform anyway
|
|
|
|
}
|
2020-05-14 16:41:43 +02:00
|
|
|
if (!transform_dirty) {
|
2018-02-21 21:23:27 +01:00
|
|
|
return;
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
|
|
|
|
transform_dirty = false;
|
|
|
|
|
2018-05-03 22:29:15 +02:00
|
|
|
for (int i = 0; i < bones.size(); i++) {
|
2018-05-31 08:58:37 +02:00
|
|
|
ERR_CONTINUE(bones[i].parent_index >= i);
|
|
|
|
if (bones[i].parent_index >= 0) {
|
2018-07-25 03:11:03 +02:00
|
|
|
bones.write[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
|
2018-05-03 22:29:15 +02:00
|
|
|
} else {
|
2018-07-25 03:11:03 +02:00
|
|
|
bones.write[i].accum_transform = bones[i].bone->get_transform();
|
2018-05-03 22:29:15 +02:00
|
|
|
}
|
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
|
|
|
|
for (int i = 0; i < bones.size(); i++) {
|
2018-05-03 22:29:15 +02:00
|
|
|
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
|
2020-03-27 19:21:27 +01:00
|
|
|
RS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int Skeleton2D::get_bone_count() const {
|
|
|
|
ERR_FAIL_COND_V(!is_inside_tree(), 0);
|
|
|
|
|
|
|
|
if (bone_setup_dirty) {
|
|
|
|
const_cast<Skeleton2D *>(this)->_update_bone_setup();
|
|
|
|
}
|
|
|
|
|
|
|
|
return bones.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
Bone2D *Skeleton2D::get_bone(int p_idx) {
|
2020-04-02 01:20:12 +02:00
|
|
|
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
|
|
|
|
ERR_FAIL_INDEX_V(p_idx, bones.size(), nullptr);
|
2018-02-21 21:23:27 +01:00
|
|
|
|
|
|
|
return bones[p_idx].bone;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Skeleton2D::_notification(int p_what) {
|
|
|
|
if (p_what == NOTIFICATION_READY) {
|
2020-05-14 16:41:43 +02:00
|
|
|
if (bone_setup_dirty) {
|
2018-02-21 21:23:27 +01:00
|
|
|
_update_bone_setup();
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
|
|
|
if (transform_dirty) {
|
2018-02-21 21:23:27 +01:00
|
|
|
_update_transform();
|
2020-05-14 16:41:43 +02:00
|
|
|
}
|
2018-05-03 22:29:15 +02:00
|
|
|
request_ready();
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
|
2020-03-27 19:21:27 +01:00
|
|
|
RS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
|
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 (p_what == NOTIFICATION_INTERNAL_PROCESS) {
|
|
|
|
if (modification_stack.is_valid()) {
|
|
|
|
execute_modifications(get_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process);
|
|
|
|
}
|
|
|
|
} else if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
|
|
|
|
if (modification_stack.is_valid()) {
|
|
|
|
execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_physics_process);
|
|
|
|
}
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
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
|
|
|
|
else if (p_what == NOTIFICATION_DRAW) {
|
|
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
|
|
if (modification_stack.is_valid()) {
|
|
|
|
modification_stack->draw_editor_gizmos();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // TOOLS_ENABLED
|
2018-02-21 21:23:27 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
RID Skeleton2D::get_skeleton() const {
|
|
|
|
return skeleton;
|
|
|
|
}
|
2020-05-14 14:29:06 +02:00
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent) {
|
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
|
|
|
ERR_FAIL_INDEX_MSG(p_bone_idx, bones.size(), "Bone index is out of range!");
|
|
|
|
bones.write[p_bone_idx].local_pose_override = p_override;
|
|
|
|
bones.write[p_bone_idx].local_pose_override_amount = p_amount;
|
|
|
|
bones.write[p_bone_idx].local_pose_override_persistent = p_persistent;
|
|
|
|
}
|
|
|
|
|
|
|
|
Transform2D Skeleton2D::get_bone_local_pose_override(int p_bone_idx) {
|
|
|
|
ERR_FAIL_INDEX_V_MSG(p_bone_idx, bones.size(), Transform2D(), "Bone index is out of range!");
|
|
|
|
return bones[p_bone_idx].local_pose_override;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Skeleton2D::set_modification_stack(Ref<SkeletonModificationStack2D> p_stack) {
|
|
|
|
if (modification_stack.is_valid()) {
|
|
|
|
modification_stack->is_setup = false;
|
|
|
|
modification_stack->set_skeleton(nullptr);
|
|
|
|
|
|
|
|
set_process_internal(false);
|
|
|
|
set_physics_process_internal(false);
|
|
|
|
}
|
|
|
|
modification_stack = p_stack;
|
|
|
|
if (modification_stack.is_valid()) {
|
|
|
|
modification_stack->set_skeleton(this);
|
|
|
|
modification_stack->setup();
|
|
|
|
|
|
|
|
set_process_internal(true);
|
|
|
|
set_physics_process_internal(true);
|
|
|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
modification_stack->set_editor_gizmos_dirty(true);
|
|
|
|
#endif // TOOLS_ENABLED
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<SkeletonModificationStack2D> Skeleton2D::get_modification_stack() const {
|
|
|
|
return modification_stack;
|
|
|
|
}
|
|
|
|
|
2021-08-10 00:15:17 +02:00
|
|
|
void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
|
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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if (!modification_stack.is_valid()) {
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return;
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}
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// Do not cache the transform changes caused by the modifications!
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for (int i = 0; i < bones.size(); i++) {
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bones[i].bone->copy_transform_to_cache = false;
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}
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if (modification_stack->skeleton != this) {
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modification_stack->set_skeleton(this);
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}
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modification_stack->execute(p_delta, p_execution_mode);
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// Only apply the local pose override on _process. Otherwise, just calculate the local_pose_override and reset the transform.
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if (p_execution_mode == SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process) {
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for (int i = 0; i < bones.size(); i++) {
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if (bones[i].local_pose_override_amount > 0) {
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bones[i].bone->set_meta("_local_pose_override_enabled_", true);
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Transform2D final_trans = bones[i].bone->cache_transform;
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final_trans = final_trans.interpolate_with(bones[i].local_pose_override, bones[i].local_pose_override_amount);
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bones[i].bone->set_transform(final_trans);
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bones[i].bone->propagate_call("force_update_transform");
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if (bones[i].local_pose_override_persistent) {
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bones.write[i].local_pose_override_amount = 0.0;
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}
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} else {
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// TODO: see if there is a way to undo the override without having to resort to setting every bone's transform.
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bones[i].bone->remove_meta("_local_pose_override_enabled_");
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bones[i].bone->set_transform(bones[i].bone->cache_transform);
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}
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}
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}
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// Cache any future transform changes
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for (int i = 0; i < bones.size(); i++) {
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bones[i].bone->copy_transform_to_cache = true;
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}
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#ifdef TOOLS_ENABLED
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modification_stack->set_editor_gizmos_dirty(true);
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#endif // TOOLS_ENABLED
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}
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2018-02-21 21:23:27 +01:00
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void Skeleton2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_bone_setup"), &Skeleton2D::_update_bone_setup);
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ClassDB::bind_method(D_METHOD("_update_transform"), &Skeleton2D::_update_transform);
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ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton2D::get_bone_count);
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2018-08-20 15:58:53 +02:00
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ClassDB::bind_method(D_METHOD("get_bone", "idx"), &Skeleton2D::get_bone);
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2018-02-21 21:23:27 +01:00
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ClassDB::bind_method(D_METHOD("get_skeleton"), &Skeleton2D::get_skeleton);
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2019-02-17 00:08:17 +01:00
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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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ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton2D::set_modification_stack);
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ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton2D::get_modification_stack);
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2021-06-07 03:26:47 +02:00
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ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton2D::execute_modifications);
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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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ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "override_pose", "strength", "persistent"), &Skeleton2D::set_bone_local_pose_override);
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ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton2D::get_bone_local_pose_override);
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2019-02-17 00:08:17 +01:00
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ADD_SIGNAL(MethodInfo("bone_setup_changed"));
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2018-02-21 21:23:27 +01:00
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}
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Skeleton2D::Skeleton2D() {
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2020-03-27 19:21:27 +01:00
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skeleton = RS::get_singleton()->skeleton_create();
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2018-11-18 19:28:13 +01:00
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set_notify_transform(true);
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2018-02-21 21:23:27 +01:00
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}
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Skeleton2D::~Skeleton2D() {
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2020-03-27 19:21:27 +01:00
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RS::get_singleton()->free(skeleton);
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2018-02-21 21:23:27 +01:00
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}
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