2023-01-05 13:25:55 +01:00
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/**************************************************************************/
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/* skeleton_modification_2d_fabrik.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
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#include "skeleton_modification_2d_fabrik.h"
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#include "scene/2d/skeleton_2d.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_settings.h"
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#endif // TOOLS_ENABLED
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bool SkeletonModification2DFABRIK::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (path.begins_with("joint_data/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, fabrik_data_chain.size(), false);
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if (what == "bone2d_node") {
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set_fabrik_joint_bone2d_node(which, p_value);
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} else if (what == "bone_index") {
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set_fabrik_joint_bone_index(which, p_value);
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} else if (what == "magnet_position") {
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set_fabrik_joint_magnet_position(which, p_value);
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} else if (what == "use_target_rotation") {
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set_fabrik_joint_use_target_rotation(which, p_value);
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}
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}
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return true;
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}
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bool SkeletonModification2DFABRIK::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (path.begins_with("joint_data/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, fabrik_data_chain.size(), false);
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if (what == "bone2d_node") {
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r_ret = get_fabrik_joint_bone2d_node(which);
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} else if (what == "bone_index") {
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r_ret = get_fabrik_joint_bone_index(which);
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} else if (what == "magnet_position") {
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r_ret = get_fabrik_joint_magnet_position(which);
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} else if (what == "use_target_rotation") {
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r_ret = get_fabrik_joint_use_target_rotation(which);
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}
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return true;
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}
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return true;
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}
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void SkeletonModification2DFABRIK::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < fabrik_data_chain.size(); i++) {
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String base_string = "joint_data/" + itos(i) + "/";
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p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D", PROPERTY_USAGE_DEFAULT));
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if (i > 0) {
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p_list->push_back(PropertyInfo(Variant::VECTOR2, base_string + "magnet_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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}
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if (i == fabrik_data_chain.size() - 1) {
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p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_target_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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}
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}
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}
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void SkeletonModification2DFABRIK::_execute(float p_delta) {
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ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
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"Modification is not setup and therefore cannot execute!");
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if (!enabled) {
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return;
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}
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if (target_node_cache.is_null()) {
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WARN_PRINT_ONCE("Target cache is out of date. Attempting to update...");
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update_target_cache();
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return;
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}
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if (fabrik_data_chain.size() <= 1) {
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ERR_PRINT_ONCE("FABRIK requires at least two joints to operate! Cannot execute modification!");
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return;
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}
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Node2D *target = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
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if (!target || !target->is_inside_tree()) {
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ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!");
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return;
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}
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target_global_pose = target->get_global_transform();
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if (fabrik_data_chain[0].bone2d_node_cache.is_null() && !fabrik_data_chain[0].bone2d_node.is_empty()) {
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fabrik_joint_update_bone2d_cache(0);
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WARN_PRINT("Bone2D cache for origin joint is out of date. Updating...");
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}
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Bone2D *origin_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[0].bone2d_node_cache));
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if (!origin_bone2d_node || !origin_bone2d_node->is_inside_tree()) {
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ERR_PRINT_ONCE("Origin joint's Bone2D node is not in the scene tree. Cannot execute modification!");
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return;
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}
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origin_global_pose = origin_bone2d_node->get_global_transform();
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if (fabrik_transform_chain.size() != fabrik_data_chain.size()) {
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fabrik_transform_chain.resize(fabrik_data_chain.size());
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}
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for (int i = 0; i < fabrik_data_chain.size(); i++) {
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// Update the transform chain
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if (fabrik_data_chain[i].bone2d_node_cache.is_null() && !fabrik_data_chain[i].bone2d_node.is_empty()) {
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WARN_PRINT_ONCE("Bone2D cache for joint " + itos(i) + " is out of date.. Attempting to update...");
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fabrik_joint_update_bone2d_cache(i);
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}
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Bone2D *joint_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[i].bone2d_node_cache));
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if (!joint_bone2d_node) {
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ERR_PRINT_ONCE("FABRIK Joint " + itos(i) + " does not have a Bone2D node set! Cannot execute modification!");
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return;
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}
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fabrik_transform_chain.write[i] = joint_bone2d_node->get_global_transform();
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}
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Bone2D *final_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[fabrik_data_chain.size() - 1].bone2d_node_cache));
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2021-08-14 10:16:57 +02:00
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float final_bone2d_angle = final_bone2d_node->get_global_rotation();
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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 (fabrik_data_chain[fabrik_data_chain.size() - 1].use_target_rotation) {
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final_bone2d_angle = target_global_pose.get_rotation();
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}
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Vector2 final_bone2d_direction = Vector2(Math::cos(final_bone2d_angle), Math::sin(final_bone2d_angle));
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float final_bone2d_length = final_bone2d_node->get_length() * MIN(final_bone2d_node->get_global_scale().x, final_bone2d_node->get_global_scale().y);
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2021-08-14 10:16:57 +02:00
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float target_distance = (final_bone2d_node->get_global_position() + (final_bone2d_direction * final_bone2d_length)).distance_to(target->get_global_position());
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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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chain_iterations = 0;
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while (target_distance > chain_tolarance) {
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chain_backwards();
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chain_forwards();
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2021-08-14 10:16:57 +02:00
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final_bone2d_angle = final_bone2d_node->get_global_rotation();
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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 (fabrik_data_chain[fabrik_data_chain.size() - 1].use_target_rotation) {
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final_bone2d_angle = target_global_pose.get_rotation();
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}
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final_bone2d_direction = Vector2(Math::cos(final_bone2d_angle), Math::sin(final_bone2d_angle));
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2021-08-14 10:16:57 +02:00
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target_distance = (final_bone2d_node->get_global_position() + (final_bone2d_direction * final_bone2d_length)).distance_to(target->get_global_position());
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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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chain_iterations += 1;
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if (chain_iterations >= chain_max_iterations) {
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break;
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}
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}
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// Apply all of the saved transforms to the Bone2D nodes
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|
|
for (int i = 0; i < fabrik_data_chain.size(); i++) {
|
|
|
|
Bone2D *joint_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[i].bone2d_node_cache));
|
|
|
|
if (!joint_bone2d_node) {
|
|
|
|
ERR_PRINT_ONCE("FABRIK Joint " + itos(i) + " does not have a Bone2D node set!");
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
Transform2D chain_trans = fabrik_transform_chain[i];
|
|
|
|
|
|
|
|
// Apply rotation
|
|
|
|
if (i + 1 < fabrik_data_chain.size()) {
|
|
|
|
chain_trans = chain_trans.looking_at(fabrik_transform_chain[i + 1].get_origin());
|
|
|
|
} else {
|
|
|
|
if (fabrik_data_chain[i].use_target_rotation) {
|
|
|
|
chain_trans.set_rotation(target_global_pose.get_rotation());
|
|
|
|
} else {
|
|
|
|
chain_trans = chain_trans.looking_at(target_global_pose.get_origin());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Adjust for the bone angle
|
|
|
|
chain_trans.set_rotation(chain_trans.get_rotation() - joint_bone2d_node->get_bone_angle());
|
|
|
|
|
|
|
|
// Reset scale
|
2021-08-14 10:16:57 +02:00
|
|
|
chain_trans.set_scale(joint_bone2d_node->get_global_scale());
|
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
|
|
|
|
|
|
|
// Apply to the bone, and to the override
|
|
|
|
joint_bone2d_node->set_global_transform(chain_trans);
|
|
|
|
stack->skeleton->set_bone_local_pose_override(fabrik_data_chain[i].bone_idx, joint_bone2d_node->get_transform(), stack->strength, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::chain_backwards() {
|
|
|
|
int final_joint_index = fabrik_data_chain.size() - 1;
|
|
|
|
Bone2D *final_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[final_joint_index].bone2d_node_cache));
|
|
|
|
Transform2D final_bone2d_trans = fabrik_transform_chain[final_joint_index];
|
|
|
|
|
2021-08-18 02:50:33 +02:00
|
|
|
// Apply magnet position
|
|
|
|
if (final_joint_index != 0) {
|
|
|
|
final_bone2d_trans.set_origin(final_bone2d_trans.get_origin() + fabrik_data_chain[final_joint_index].magnet_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
|
|
|
// Set the rotation of the tip bone
|
|
|
|
final_bone2d_trans = final_bone2d_trans.looking_at(target_global_pose.get_origin());
|
|
|
|
|
|
|
|
// Set the position of the tip bone
|
|
|
|
float final_bone2d_angle = final_bone2d_trans.get_rotation();
|
|
|
|
if (fabrik_data_chain[final_joint_index].use_target_rotation) {
|
|
|
|
final_bone2d_angle = target_global_pose.get_rotation();
|
|
|
|
}
|
|
|
|
Vector2 final_bone2d_direction = Vector2(Math::cos(final_bone2d_angle), Math::sin(final_bone2d_angle));
|
|
|
|
float final_bone2d_length = final_bone2d_node->get_length() * MIN(final_bone2d_node->get_global_scale().x, final_bone2d_node->get_global_scale().y);
|
|
|
|
final_bone2d_trans.set_origin(target_global_pose.get_origin() - (final_bone2d_direction * final_bone2d_length));
|
|
|
|
|
|
|
|
// Save the transform
|
|
|
|
fabrik_transform_chain.write[final_joint_index] = final_bone2d_trans;
|
|
|
|
|
|
|
|
int i = final_joint_index;
|
|
|
|
while (i >= 1) {
|
|
|
|
Transform2D previous_pose = fabrik_transform_chain[i];
|
|
|
|
i -= 1;
|
|
|
|
Bone2D *current_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[i].bone2d_node_cache));
|
|
|
|
Transform2D current_pose = fabrik_transform_chain[i];
|
|
|
|
|
2021-08-18 02:50:33 +02:00
|
|
|
// Apply magnet position
|
|
|
|
if (i != 0) {
|
|
|
|
current_pose.set_origin(current_pose.get_origin() + fabrik_data_chain[i].magnet_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
|
|
|
float current_bone2d_node_length = current_bone2d_node->get_length() * MIN(current_bone2d_node->get_global_scale().x, current_bone2d_node->get_global_scale().y);
|
2021-09-29 05:51:34 +02:00
|
|
|
float length = current_bone2d_node_length / (current_pose.get_origin().distance_to(previous_pose.get_origin()));
|
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
|
|
|
Vector2 finish_position = previous_pose.get_origin().lerp(current_pose.get_origin(), length);
|
|
|
|
current_pose.set_origin(finish_position);
|
|
|
|
|
|
|
|
// Save the transform
|
|
|
|
fabrik_transform_chain.write[i] = current_pose;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::chain_forwards() {
|
|
|
|
Transform2D origin_bone2d_trans = fabrik_transform_chain[0];
|
|
|
|
origin_bone2d_trans.set_origin(origin_global_pose.get_origin());
|
|
|
|
// Save the position
|
|
|
|
fabrik_transform_chain.write[0] = origin_bone2d_trans;
|
|
|
|
|
|
|
|
for (int i = 0; i < fabrik_data_chain.size() - 1; i++) {
|
|
|
|
Bone2D *current_bone2d_node = Object::cast_to<Bone2D>(ObjectDB::get_instance(fabrik_data_chain[i].bone2d_node_cache));
|
|
|
|
Transform2D current_pose = fabrik_transform_chain[i];
|
|
|
|
Transform2D next_pose = fabrik_transform_chain[i + 1];
|
|
|
|
|
|
|
|
float current_bone2d_node_length = current_bone2d_node->get_length() * MIN(current_bone2d_node->get_global_scale().x, current_bone2d_node->get_global_scale().y);
|
2021-09-29 05:51:34 +02:00
|
|
|
float length = current_bone2d_node_length / (next_pose.get_origin().distance_to(current_pose.get_origin()));
|
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
|
|
|
Vector2 finish_position = current_pose.get_origin().lerp(next_pose.get_origin(), length);
|
|
|
|
current_pose.set_origin(finish_position);
|
|
|
|
|
|
|
|
// Apply to the bone
|
|
|
|
fabrik_transform_chain.write[i + 1] = current_pose;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::_setup_modification(SkeletonModificationStack2D *p_stack) {
|
|
|
|
stack = p_stack;
|
|
|
|
|
|
|
|
if (stack != nullptr) {
|
|
|
|
is_setup = true;
|
|
|
|
update_target_cache();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::update_target_cache() {
|
|
|
|
if (!is_setup || !stack) {
|
|
|
|
ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
target_node_cache = ObjectID();
|
|
|
|
if (stack->skeleton) {
|
|
|
|
if (stack->skeleton->is_inside_tree()) {
|
|
|
|
if (stack->skeleton->has_node(target_node)) {
|
|
|
|
Node *node = stack->skeleton->get_node(target_node);
|
|
|
|
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
|
|
|
|
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
|
|
|
|
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
|
|
|
|
"Cannot update target cache: node is not in scene tree!");
|
|
|
|
target_node_cache = node->get_instance_id();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::fabrik_joint_update_bone2d_cache(int p_joint_idx) {
|
|
|
|
ERR_FAIL_INDEX_MSG(p_joint_idx, fabrik_data_chain.size(), "Cannot update bone2d cache: joint index out of range!");
|
|
|
|
if (!is_setup || !stack) {
|
|
|
|
ERR_PRINT_ONCE("Cannot update FABRIK Bone2D cache: modification is not properly setup!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fabrik_data_chain.write[p_joint_idx].bone2d_node_cache = ObjectID();
|
|
|
|
if (stack->skeleton) {
|
|
|
|
if (stack->skeleton->is_inside_tree()) {
|
|
|
|
if (stack->skeleton->has_node(fabrik_data_chain[p_joint_idx].bone2d_node)) {
|
|
|
|
Node *node = stack->skeleton->get_node(fabrik_data_chain[p_joint_idx].bone2d_node);
|
|
|
|
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
|
|
|
|
"Cannot update FABRIK joint " + itos(p_joint_idx) + " Bone2D cache: node is this modification's skeleton or cannot be found!");
|
|
|
|
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
|
|
|
|
"Cannot update FABRIK joint " + itos(p_joint_idx) + " Bone2D cache: node is not in scene tree!");
|
|
|
|
fabrik_data_chain.write[p_joint_idx].bone2d_node_cache = node->get_instance_id();
|
|
|
|
|
|
|
|
Bone2D *bone = Object::cast_to<Bone2D>(node);
|
|
|
|
if (bone) {
|
|
|
|
fabrik_data_chain.write[p_joint_idx].bone_idx = bone->get_index_in_skeleton();
|
|
|
|
} else {
|
|
|
|
ERR_FAIL_MSG("FABRIK joint " + itos(p_joint_idx) + " Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::set_target_node(const NodePath &p_target_node) {
|
|
|
|
target_node = p_target_node;
|
|
|
|
update_target_cache();
|
|
|
|
}
|
|
|
|
|
|
|
|
NodePath SkeletonModification2DFABRIK::get_target_node() const {
|
|
|
|
return target_node;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::set_fabrik_data_chain_length(int p_length) {
|
|
|
|
fabrik_data_chain.resize(p_length);
|
|
|
|
notify_property_list_changed();
|
|
|
|
}
|
|
|
|
|
|
|
|
int SkeletonModification2DFABRIK::get_fabrik_data_chain_length() {
|
|
|
|
return fabrik_data_chain.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DFABRIK::set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) {
|
|
|
|
ERR_FAIL_INDEX_MSG(p_joint_idx, fabrik_data_chain.size(), "FABRIK joint out of range!");
|
|
|
|
fabrik_data_chain.write[p_joint_idx].bone2d_node = p_target_node;
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fabrik_joint_update_bone2d_cache(p_joint_idx);
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notify_property_list_changed();
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}
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NodePath SkeletonModification2DFABRIK::get_fabrik_joint_bone2d_node(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, fabrik_data_chain.size(), NodePath(), "FABRIK joint out of range!");
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return fabrik_data_chain[p_joint_idx].bone2d_node;
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}
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void SkeletonModification2DFABRIK::set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, fabrik_data_chain.size(), "FABRIK joint out of range!");
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ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
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if (is_setup) {
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if (stack->skeleton) {
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ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
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fabrik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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fabrik_data_chain.write[p_joint_idx].bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
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fabrik_data_chain.write[p_joint_idx].bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
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} else {
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WARN_PRINT("Cannot verify the FABRIK joint " + itos(p_joint_idx) + " bone index for this modification...");
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fabrik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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}
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} else {
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WARN_PRINT("Cannot verify the FABRIK joint " + itos(p_joint_idx) + " bone index for this modification...");
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fabrik_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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}
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notify_property_list_changed();
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}
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int SkeletonModification2DFABRIK::get_fabrik_joint_bone_index(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, fabrik_data_chain.size(), -1, "FABRIK joint out of range!");
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return fabrik_data_chain[p_joint_idx].bone_idx;
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}
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void SkeletonModification2DFABRIK::set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, fabrik_data_chain.size(), "FABRIK joint out of range!");
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fabrik_data_chain.write[p_joint_idx].magnet_position = p_magnet_position;
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}
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Vector2 SkeletonModification2DFABRIK::get_fabrik_joint_magnet_position(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, fabrik_data_chain.size(), Vector2(), "FABRIK joint out of range!");
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return fabrik_data_chain[p_joint_idx].magnet_position;
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}
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void SkeletonModification2DFABRIK::set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, fabrik_data_chain.size(), "FABRIK joint out of range!");
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fabrik_data_chain.write[p_joint_idx].use_target_rotation = p_use_target_rotation;
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}
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bool SkeletonModification2DFABRIK::get_fabrik_joint_use_target_rotation(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, fabrik_data_chain.size(), false, "FABRIK joint out of range!");
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return fabrik_data_chain[p_joint_idx].use_target_rotation;
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}
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void SkeletonModification2DFABRIK::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DFABRIK::set_target_node);
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ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DFABRIK::get_target_node);
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ClassDB::bind_method(D_METHOD("set_fabrik_data_chain_length", "length"), &SkeletonModification2DFABRIK::set_fabrik_data_chain_length);
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ClassDB::bind_method(D_METHOD("get_fabrik_data_chain_length"), &SkeletonModification2DFABRIK::get_fabrik_data_chain_length);
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ClassDB::bind_method(D_METHOD("set_fabrik_joint_bone2d_node", "joint_idx", "bone2d_nodepath"), &SkeletonModification2DFABRIK::set_fabrik_joint_bone2d_node);
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ClassDB::bind_method(D_METHOD("get_fabrik_joint_bone2d_node", "joint_idx"), &SkeletonModification2DFABRIK::get_fabrik_joint_bone2d_node);
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ClassDB::bind_method(D_METHOD("set_fabrik_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification2DFABRIK::set_fabrik_joint_bone_index);
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ClassDB::bind_method(D_METHOD("get_fabrik_joint_bone_index", "joint_idx"), &SkeletonModification2DFABRIK::get_fabrik_joint_bone_index);
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|
ClassDB::bind_method(D_METHOD("set_fabrik_joint_magnet_position", "joint_idx", "magnet_position"), &SkeletonModification2DFABRIK::set_fabrik_joint_magnet_position);
|
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|
ClassDB::bind_method(D_METHOD("get_fabrik_joint_magnet_position", "joint_idx"), &SkeletonModification2DFABRIK::get_fabrik_joint_magnet_position);
|
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|
ClassDB::bind_method(D_METHOD("set_fabrik_joint_use_target_rotation", "joint_idx", "use_target_rotation"), &SkeletonModification2DFABRIK::set_fabrik_joint_use_target_rotation);
|
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|
ClassDB::bind_method(D_METHOD("get_fabrik_joint_use_target_rotation", "joint_idx"), &SkeletonModification2DFABRIK::get_fabrik_joint_use_target_rotation);
|
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|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "fabrik_data_chain_length", PROPERTY_HINT_RANGE, "0, 100, 1"), "set_fabrik_data_chain_length", "get_fabrik_data_chain_length");
|
|
|
|
}
|
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|
|
SkeletonModification2DFABRIK::SkeletonModification2DFABRIK() {
|
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|
|
stack = nullptr;
|
|
|
|
is_setup = false;
|
|
|
|
enabled = true;
|
|
|
|
editor_draw_gizmo = false;
|
|
|
|
}
|
|
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|
|
|
|
|
SkeletonModification2DFABRIK::~SkeletonModification2DFABRIK() {
|
|
|
|
}
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