virtualx-engine/scene/2d/physical_bone_2d.cpp
TwistedTwigleg 8aa3c2f091 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.
2021-06-05 15:19:51 -04:00

303 lines
12 KiB
C++

/*************************************************************************/
/* physical_bone_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "physical_bone_2d.h"
void PhysicalBone2D::_notification(int p_what) {
if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
// Position the RigidBody in the correct position
if (follow_bone_when_simulating) {
_position_at_bone2d();
}
// Keep the child joint in the correct position.
if (child_joint && auto_configure_joint) {
child_joint->set_global_position(get_global_position());
}
} else if (p_what == NOTIFICATION_READY) {
_find_skeleton_parent();
_find_joint_child();
// Configure joint
if (child_joint && auto_configure_joint) {
_auto_configure_joint();
}
// Simulate physics if set
if (simulate_physics) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
set_physics_process_internal(true);
}
}
void PhysicalBone2D::_position_at_bone2d() {
// Reset to Bone2D position
if (parent_skeleton) {
Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index);
ERR_FAIL_COND_MSG(bone_to_use == nullptr, "It's not possible to position the bone with ID: " + itos(bone2d_index));
set_global_transform(bone_to_use->get_global_transform());
}
}
void PhysicalBone2D::_find_skeleton_parent() {
Node *current_parent = get_parent();
while (current_parent != nullptr) {
Skeleton2D *potential_skeleton = Object::cast_to<Skeleton2D>(current_parent);
if (potential_skeleton) {
parent_skeleton = potential_skeleton;
break;
} else {
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(current_parent);
if (potential_parent_bone) {
current_parent = potential_parent_bone->get_parent();
} else {
current_parent = nullptr;
}
}
}
}
void PhysicalBone2D::_find_joint_child() {
for (int i = 0; i < get_child_count(); i++) {
Node *child_node = get_child(i);
Joint2D *potential_joint = Object::cast_to<Joint2D>(child_node);
if (potential_joint) {
child_joint = potential_joint;
break;
}
}
}
TypedArray<String> PhysicalBone2D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!parent_skeleton) {
warnings.push_back(TTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!"));
}
if (parent_skeleton && bone2d_index <= -1) {
warnings.push_back(TTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector."));
}
if (!child_joint) {
PhysicalBone2D *parent_bone = Object::cast_to<PhysicalBone2D>(get_parent());
if (parent_bone) {
warnings.push_back(TTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!"));
}
}
return warnings;
}
void PhysicalBone2D::_auto_configure_joint() {
if (!auto_configure_joint) {
return;
}
if (child_joint) {
// Node A = parent | Node B = this node
Node *parent_node = get_parent();
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(parent_node);
if (potential_parent_bone) {
child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone));
child_joint->set_node_b(child_joint->get_path_to(this));
} else {
WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node.");
}
// Place the child joint at this node's position.
child_joint->set_global_position(get_global_position());
}
}
void PhysicalBone2D::_start_physics_simulation() {
if (_internal_simulate_physics) {
return;
}
// Reset to Bone2D position
_position_at_bone2d();
// Apply the layers and masks
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
// Apply the correct mode
RigidBody2D::Mode rigid_mode = get_mode();
if (rigid_mode == RigidBody2D::MODE_STATIC) {
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
} else if (rigid_mode == RigidBody2D::MODE_DYNAMIC) {
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_DYNAMIC);
} else if (rigid_mode == RigidBody2D::MODE_KINEMATIC) {
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_KINEMATIC);
} else if (rigid_mode == RigidBody2D::MODE_DYNAMIC_LOCKED) {
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_DYNAMIC_LOCKED);
} else {
// Default to Rigid
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_DYNAMIC);
}
_internal_simulate_physics = true;
set_physics_process_internal(true);
}
void PhysicalBone2D::_stop_physics_simulation() {
if (_internal_simulate_physics) {
_internal_simulate_physics = false;
// Reset to Bone2D position
_position_at_bone2d();
set_physics_process_internal(false);
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
}
}
Joint2D *PhysicalBone2D::get_joint() const {
return child_joint;
}
bool PhysicalBone2D::get_auto_configure_joint() const {
return auto_configure_joint;
}
void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) {
auto_configure_joint = p_auto_configure;
_auto_configure_joint();
}
void PhysicalBone2D::set_simulate_physics(bool p_simulate) {
if (p_simulate == simulate_physics) {
return;
}
simulate_physics = p_simulate;
if (simulate_physics) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
}
bool PhysicalBone2D::get_simulate_physics() const {
return simulate_physics;
}
bool PhysicalBone2D::is_simulating_physics() const {
return _internal_simulate_physics;
}
void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) {
bone2d_nodepath = p_nodepath;
notify_property_list_changed();
}
NodePath PhysicalBone2D::get_bone2d_nodepath() const {
return bone2d_nodepath;
}
void PhysicalBone2D::set_bone2d_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_inside_tree()) {
bone2d_index = p_bone_idx;
return;
}
if (parent_skeleton) {
ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
bone2d_index = p_bone_idx;
bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index));
} else {
WARN_PRINT("Cannot verify bone index...");
bone2d_index = p_bone_idx;
}
notify_property_list_changed();
}
int PhysicalBone2D::get_bone2d_index() const {
return bone2d_index;
}
void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) {
follow_bone_when_simulating = p_follow_bone;
if (_internal_simulate_physics) {
_stop_physics_simulation();
_start_physics_simulation();
}
}
bool PhysicalBone2D::get_follow_bone_when_simulating() const {
return follow_bone_when_simulating;
}
void PhysicalBone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint);
ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint);
ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint);
ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics);
ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics);
ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics);
ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath);
ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath);
ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index);
ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index);
ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating);
ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating");
}
PhysicalBone2D::PhysicalBone2D() {
// Stop the RigidBody from executing its force integration.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
child_joint = nullptr;
}
PhysicalBone2D::~PhysicalBone2D() {
}