virtualx-engine/scene/resources/skeleton_modification_stack_2d.h
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

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/*************************************************************************/
/* skeleton_modification_stack_2d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SKELETONMODIFICATIONSTACK2D_H
#define SKELETONMODIFICATIONSTACK2D_H
#include "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_2d.h"
///////////////////////////////////////
// SkeletonModificationStack2D
///////////////////////////////////////
class Skeleton2D;
class SkeletonModification2D;
class Bone2D;
class SkeletonModificationStack2D : public Resource {
GDCLASS(SkeletonModificationStack2D, Resource);
friend class Skeleton2D;
friend class SkeletonModification2D;
protected:
static void _bind_methods();
void _get_property_list(List<PropertyInfo> *p_list) const;
bool _set(const StringName &p_path, const Variant &p_value);
bool _get(const StringName &p_path, Variant &r_ret) const;
public:
Skeleton2D *skeleton = nullptr;
bool is_setup = false;
bool enabled = false;
float strength = 1.0;
enum EXECUTION_MODE {
execution_mode_process,
execution_mode_physics_process
};
Vector<Ref<SkeletonModification2D>> modifications = Vector<Ref<SkeletonModification2D>>();
void setup();
void execute(float p_delta, int p_execution_mode);
bool editor_gizmo_dirty = false;
void draw_editor_gizmos();
void set_editor_gizmos_dirty(bool p_dirty);
void enable_all_modifications(bool p_enable);
Ref<SkeletonModification2D> get_modification(int p_mod_idx) const;
void add_modification(Ref<SkeletonModification2D> p_mod);
void delete_modification(int p_mod_idx);
void set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod);
void set_modification_count(int p_count);
int get_modification_count() const;
void set_skeleton(Skeleton2D *p_skeleton);
Skeleton2D *get_skeleton() const;
bool get_is_setup() const;
void set_enabled(bool p_enabled);
bool get_enabled() const;
void set_strength(float p_strength);
float get_strength() const;
SkeletonModificationStack2D();
};
#endif // SKELETONMODIFICATION2D_H