virtualx-engine/scene/resources/skeleton_modification_2d_ccdik.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.
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/*************************************************************************/
/* skeleton_modification_2d_ccdik.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/*************************************************************************/
#ifndef SKELETON_MODIFICATION_2D_CCDIK_H
#define SKELETON_MODIFICATION_2D_CCDIK_H
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 20:02:24 +02:00
#include "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_2d.h"
///////////////////////////////////////
// SkeletonModification2DCCDIK
///////////////////////////////////////
class SkeletonModification2DCCDIK : public SkeletonModification2D {
GDCLASS(SkeletonModification2DCCDIK, SkeletonModification2D);
private:
struct CCDIK_Joint_Data2D {
int bone_idx = -1;
NodePath bone2d_node;
ObjectID bone2d_node_cache;
bool rotate_from_joint = false;
bool enable_constraint = false;
float constraint_angle_min = 0;
float constraint_angle_max = (2.0 * Math_PI);
bool constraint_angle_invert = false;
bool constraint_in_localspace = true;
bool editor_draw_gizmo = true;
};
Vector<CCDIK_Joint_Data2D> ccdik_data_chain;
NodePath target_node;
ObjectID target_node_cache;
void update_target_cache();
NodePath tip_node;
ObjectID tip_node_cache;
void update_tip_cache();
void ccdik_joint_update_bone2d_cache(int p_joint_idx);
void _execute_ccdik_joint(int p_joint_idx, Node2D *p_target, Node2D *p_tip);
protected:
static void _bind_methods();
bool _set(const StringName &p_path, const Variant &p_value);
bool _get(const StringName &p_path, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void _execute(float p_delta) override;
void _setup_modification(SkeletonModificationStack2D *p_stack) override;
void _draw_editor_gizmo() override;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_tip_node(const NodePath &p_tip_node);
NodePath get_tip_node() const;
int get_ccdik_data_chain_length();
void set_ccdik_data_chain_length(int p_new_length);
void set_ccdik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
NodePath get_ccdik_joint_bone2d_node(int p_joint_idx) const;
void set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx);
int get_ccdik_joint_bone_index(int p_joint_idx) const;
void set_ccdik_joint_rotate_from_joint(int p_joint_idx, bool p_rotate_from_joint);
bool get_ccdik_joint_rotate_from_joint(int p_joint_idx) const;
void set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_constraint);
bool get_ccdik_joint_enable_constraint(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_min(int p_joint_idx, float p_angle_min);
float get_ccdik_joint_constraint_angle_min(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_max(int p_joint_idx, float p_angle_max);
float get_ccdik_joint_constraint_angle_max(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_invert(int p_joint_idx, bool p_invert);
bool get_ccdik_joint_constraint_angle_invert(int p_joint_idx) const;
void set_ccdik_joint_constraint_in_localspace(int p_joint_idx, bool p_constraint_in_localspace);
bool get_ccdik_joint_constraint_in_localspace(int p_joint_idx) const;
void set_ccdik_joint_editor_draw_gizmo(int p_joint_idx, bool p_draw_gizmo);
bool get_ccdik_joint_editor_draw_gizmo(int p_joint_idx) const;
SkeletonModification2DCCDIK();
~SkeletonModification2DCCDIK();
};
#endif // SKELETON_MODIFICATION_2D_CCDIK_H