/**************************************************************************/ /* skeleton_modification_2d_lookat.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "skeleton_modification_2d_lookat.h" #include "scene/2d/skeleton_2d.h" #ifdef TOOLS_ENABLED #include "editor/editor_settings.h" #endif // TOOLS_ENABLED bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant &p_value) { String path = p_path; if (path.begins_with("enable_constraint")) { set_enable_constraint(p_value); } else if (path.begins_with("constraint_angle_min")) { set_constraint_angle_min(Math::deg_to_rad(float(p_value))); } else if (path.begins_with("constraint_angle_max")) { set_constraint_angle_max(Math::deg_to_rad(float(p_value))); } else if (path.begins_with("constraint_angle_invert")) { set_constraint_angle_invert(p_value); } else if (path.begins_with("constraint_in_localspace")) { set_constraint_in_localspace(p_value); } else if (path.begins_with("additional_rotation")) { set_additional_rotation(Math::deg_to_rad(float(p_value))); } #ifdef TOOLS_ENABLED else if (path.begins_with("editor/draw_gizmo")) { set_editor_draw_gizmo(p_value); } #endif // TOOLS_ENABLED else { return false; } return true; } bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret) const { String path = p_path; if (path.begins_with("enable_constraint")) { r_ret = get_enable_constraint(); } else if (path.begins_with("constraint_angle_min")) { r_ret = Math::rad_to_deg(get_constraint_angle_min()); } else if (path.begins_with("constraint_angle_max")) { r_ret = Math::rad_to_deg(get_constraint_angle_max()); } else if (path.begins_with("constraint_angle_invert")) { r_ret = get_constraint_angle_invert(); } else if (path.begins_with("constraint_in_localspace")) { r_ret = get_constraint_in_localspace(); } else if (path.begins_with("additional_rotation")) { r_ret = Math::rad_to_deg(get_additional_rotation()); } #ifdef TOOLS_ENABLED else if (path.begins_with("editor/draw_gizmo")) { r_ret = get_editor_draw_gizmo(); } #endif // TOOLS_ENABLED else { return false; } return true; } void SkeletonModification2DLookAt::_get_property_list(List *p_list) const { p_list->push_back(PropertyInfo(Variant::BOOL, "enable_constraint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); if (enable_constraint) { p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_min", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT)); p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_max", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT)); p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_angle_invert", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_in_localspace", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); } p_list->push_back(PropertyInfo(Variant::FLOAT, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { p_list->push_back(PropertyInfo(Variant::BOOL, "editor/draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT)); } #endif // TOOLS_ENABLED } void SkeletonModification2DLookAt::_execute(float p_delta) { ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr, "Modification is not setup and therefore cannot execute!"); if (!enabled) { return; } if (target_node_cache.is_null()) { WARN_PRINT_ONCE("Target cache is out of date. Attempting to update..."); update_target_cache(); return; } if (bone2d_node_cache.is_null() && !bone2d_node.is_empty()) { update_bone2d_cache(); WARN_PRINT_ONCE("Bone2D node cache is out of date. Attempting to update..."); return; } if (target_node_reference == nullptr) { target_node_reference = Object::cast_to(ObjectDB::get_instance(target_node_cache)); } if (!target_node_reference || !target_node_reference->is_inside_tree()) { ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!"); return; } if (bone_idx <= -1) { ERR_PRINT_ONCE("Bone index is invalid. Cannot execute modification!"); return; } Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx); if (operation_bone == nullptr) { ERR_PRINT_ONCE("bone_idx for modification does not point to a valid bone! Cannot execute modification"); return; } Transform2D operation_transform = operation_bone->get_global_transform(); Transform2D target_trans = target_node_reference->get_global_transform(); // Look at the target! operation_transform = operation_transform.looking_at(target_trans.get_origin()); // Apply whatever scale it had prior to looking_at operation_transform.set_scale(operation_bone->get_global_scale()); // Account for the direction the bone faces in: operation_transform.set_rotation(operation_transform.get_rotation() - operation_bone->get_bone_angle()); // Apply additional rotation operation_transform.set_rotation(operation_transform.get_rotation() + additional_rotation); // Apply constraints in globalspace: if (enable_constraint && !constraint_in_localspace) { operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert)); } // Convert from a global transform to a local transform via the Bone2D node operation_bone->set_global_transform(operation_transform); operation_transform = operation_bone->get_transform(); // Apply constraints in localspace: if (enable_constraint && constraint_in_localspace) { operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert)); } // Set the local pose override, and to make sure child bones are also updated, set the transform of the bone. stack->skeleton->set_bone_local_pose_override(bone_idx, operation_transform, stack->strength, true); operation_bone->set_transform(operation_transform); } void SkeletonModification2DLookAt::_setup_modification(SkeletonModificationStack2D *p_stack) { stack = p_stack; if (stack != nullptr) { is_setup = true; update_target_cache(); update_bone2d_cache(); } } void SkeletonModification2DLookAt::_draw_editor_gizmo() { if (!enabled || !is_setup) { return; } Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx); editor_draw_angle_constraints(operation_bone, constraint_angle_min, constraint_angle_max, enable_constraint, constraint_in_localspace, constraint_angle_invert); } void SkeletonModification2DLookAt::update_bone2d_cache() { if (!is_setup || !stack) { if (is_setup) { ERR_PRINT_ONCE("Cannot update Bone2D cache: modification is not properly setup!"); } return; } bone2d_node_cache = ObjectID(); if (stack->skeleton) { if (stack->skeleton->is_inside_tree()) { if (stack->skeleton->has_node(bone2d_node)) { Node *node = stack->skeleton->get_node(bone2d_node); ERR_FAIL_COND_MSG(!node || stack->skeleton == node, "Cannot update Bone2D cache: node is this modification's skeleton or cannot be found!"); ERR_FAIL_COND_MSG(!node->is_inside_tree(), "Cannot update Bone2D cache: node is not in the scene tree!"); bone2d_node_cache = node->get_instance_id(); Bone2D *bone = Object::cast_to(node); if (bone) { bone_idx = bone->get_index_in_skeleton(); } else { ERR_FAIL_MSG("Error Bone2D cache: Nodepath to Bone2D is not a Bone2D node!"); } // Set this to null so we update it target_node_reference = nullptr; } } } } void SkeletonModification2DLookAt::set_bone2d_node(const NodePath &p_target_node) { bone2d_node = p_target_node; update_bone2d_cache(); } NodePath SkeletonModification2DLookAt::get_bone2d_node() const { return bone2d_node; } int SkeletonModification2DLookAt::get_bone_index() const { return bone_idx; } void SkeletonModification2DLookAt::set_bone_index(int p_bone_idx) { ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!"); if (is_setup && stack) { if (stack->skeleton) { ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!"); bone_idx = p_bone_idx; bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id(); bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx)); } else { WARN_PRINT("Cannot verify the bone index for this modification..."); bone_idx = p_bone_idx; } } else { bone_idx = p_bone_idx; } notify_property_list_changed(); } void SkeletonModification2DLookAt::update_target_cache() { if (!is_setup || !stack) { if (is_setup) { ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!"); } return; } target_node_cache = ObjectID(); if (stack->skeleton) { if (stack->skeleton->is_inside_tree()) { if (stack->skeleton->has_node(target_node)) { Node *node = stack->skeleton->get_node(target_node); ERR_FAIL_COND_MSG(!node || stack->skeleton == node, "Cannot update target cache: node is this modification's skeleton or cannot be found!"); ERR_FAIL_COND_MSG(!node->is_inside_tree(), "Cannot update target cache: node is not in the scene tree!"); target_node_cache = node->get_instance_id(); } } } } void SkeletonModification2DLookAt::set_target_node(const NodePath &p_target_node) { target_node = p_target_node; update_target_cache(); } NodePath SkeletonModification2DLookAt::get_target_node() const { return target_node; } float SkeletonModification2DLookAt::get_additional_rotation() const { return additional_rotation; } void SkeletonModification2DLookAt::set_additional_rotation(float p_rotation) { additional_rotation = p_rotation; } void SkeletonModification2DLookAt::set_enable_constraint(bool p_constraint) { enable_constraint = p_constraint; notify_property_list_changed(); #ifdef TOOLS_ENABLED if (stack && is_setup) { stack->set_editor_gizmos_dirty(true); } #endif // TOOLS_ENABLED } bool SkeletonModification2DLookAt::get_enable_constraint() const { return enable_constraint; } void SkeletonModification2DLookAt::set_constraint_angle_min(float p_angle_min) { constraint_angle_min = p_angle_min; #ifdef TOOLS_ENABLED if (stack && is_setup) { stack->set_editor_gizmos_dirty(true); } #endif // TOOLS_ENABLED } float SkeletonModification2DLookAt::get_constraint_angle_min() const { return constraint_angle_min; } void SkeletonModification2DLookAt::set_constraint_angle_max(float p_angle_max) { constraint_angle_max = p_angle_max; #ifdef TOOLS_ENABLED if (stack && is_setup) { stack->set_editor_gizmos_dirty(true); } #endif // TOOLS_ENABLED } float SkeletonModification2DLookAt::get_constraint_angle_max() const { return constraint_angle_max; } void SkeletonModification2DLookAt::set_constraint_angle_invert(bool p_invert) { constraint_angle_invert = p_invert; #ifdef TOOLS_ENABLED if (stack && is_setup) { stack->set_editor_gizmos_dirty(true); } #endif // TOOLS_ENABLED } bool SkeletonModification2DLookAt::get_constraint_angle_invert() const { return constraint_angle_invert; } void SkeletonModification2DLookAt::set_constraint_in_localspace(bool p_constraint_in_localspace) { constraint_in_localspace = p_constraint_in_localspace; #ifdef TOOLS_ENABLED if (stack && is_setup) { stack->set_editor_gizmos_dirty(true); } #endif // TOOLS_ENABLED } bool SkeletonModification2DLookAt::get_constraint_in_localspace() const { return constraint_in_localspace; } void SkeletonModification2DLookAt::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bone2d_node", "bone2d_nodepath"), &SkeletonModification2DLookAt::set_bone2d_node); ClassDB::bind_method(D_METHOD("get_bone2d_node"), &SkeletonModification2DLookAt::get_bone2d_node); ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification2DLookAt::set_bone_index); ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification2DLookAt::get_bone_index); ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DLookAt::set_target_node); ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DLookAt::get_target_node); ClassDB::bind_method(D_METHOD("set_additional_rotation", "rotation"), &SkeletonModification2DLookAt::set_additional_rotation); ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification2DLookAt::get_additional_rotation); ClassDB::bind_method(D_METHOD("set_enable_constraint", "enable_constraint"), &SkeletonModification2DLookAt::set_enable_constraint); ClassDB::bind_method(D_METHOD("get_enable_constraint"), &SkeletonModification2DLookAt::get_enable_constraint); ClassDB::bind_method(D_METHOD("set_constraint_angle_min", "angle_min"), &SkeletonModification2DLookAt::set_constraint_angle_min); ClassDB::bind_method(D_METHOD("get_constraint_angle_min"), &SkeletonModification2DLookAt::get_constraint_angle_min); ClassDB::bind_method(D_METHOD("set_constraint_angle_max", "angle_max"), &SkeletonModification2DLookAt::set_constraint_angle_max); ClassDB::bind_method(D_METHOD("get_constraint_angle_max"), &SkeletonModification2DLookAt::get_constraint_angle_max); ClassDB::bind_method(D_METHOD("set_constraint_angle_invert", "invert"), &SkeletonModification2DLookAt::set_constraint_angle_invert); ClassDB::bind_method(D_METHOD("get_constraint_angle_invert"), &SkeletonModification2DLookAt::get_constraint_angle_invert); ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_node", "get_bone2d_node"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node"); } SkeletonModification2DLookAt::SkeletonModification2DLookAt() { stack = nullptr; is_setup = false; bone_idx = -1; additional_rotation = 0; enable_constraint = false; constraint_angle_min = 0; constraint_angle_max = Math_PI * 2; constraint_angle_invert = false; enabled = true; editor_draw_gizmo = true; } SkeletonModification2DLookAt::~SkeletonModification2DLookAt() { }