virtualx-engine/scene/2d/skeleton_2d.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

809 lines
26 KiB
C++

/**************************************************************************/
/* skeleton_2d.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_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_data.h"
#include "editor/editor_settings.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#endif //TOOLS_ENABLED
bool Bone2D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("auto_calculate_length_and_angle")) {
set_autocalculate_length_and_angle(p_value);
} else if (path.begins_with("length")) {
set_length(p_value);
} else if (path.begins_with("bone_angle")) {
set_bone_angle(Math::deg_to_rad(real_t(p_value)));
} else if (path.begins_with("default_length")) {
set_length(p_value);
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor_settings/show_bone_gizmo")) {
_editor_set_show_bone_gizmo(p_value);
}
#endif // TOOLS_ENABLED
return true;
}
bool Bone2D::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("auto_calculate_length_and_angle")) {
r_ret = get_autocalculate_length_and_angle();
} else if (path.begins_with("length")) {
r_ret = get_length();
} else if (path.begins_with("bone_angle")) {
r_ret = Math::rad_to_deg(get_bone_angle());
} else if (path.begins_with("default_length")) {
r_ret = get_length();
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor_settings/show_bone_gizmo")) {
r_ret = _editor_get_show_bone_gizmo();
}
#endif // TOOLS_ENABLED
return true;
}
void Bone2D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("auto_calculate_length_and_angle"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (!autocalculate_length_and_angle) {
p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("length"), PROPERTY_HINT_RANGE, "1, 1024, 1", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("bone_angle"), PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
}
#ifdef TOOLS_ENABLED
p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("editor_settings/show_bone_gizmo"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
#endif // TOOLS_ENABLED
}
void Bone2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Node *parent = get_parent();
parent_bone = Object::cast_to<Bone2D>(parent);
skeleton = nullptr;
while (parent) {
skeleton = Object::cast_to<Skeleton2D>(parent);
if (skeleton) {
break;
}
if (!Object::cast_to<Bone2D>(parent)) {
break; //skeletons must be chained to Bone2Ds.
}
parent = parent->get_parent();
}
if (skeleton) {
Skeleton2D::Bone bone;
bone.bone = this;
skeleton->bones.push_back(bone);
skeleton->_make_bone_setup_dirty();
}
cache_transform = get_transform();
copy_transform_to_cache = true;
#ifdef TOOLS_ENABLED
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
queue_redraw();
#endif // TOOLS_ENABLED
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (skeleton) {
skeleton->_make_transform_dirty();
}
if (copy_transform_to_cache) {
cache_transform = get_transform();
}
#ifdef TOOLS_ENABLED
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
queue_redraw();
if (get_parent()) {
Bone2D *p_bone = Object::cast_to<Bone2D>(get_parent());
if (p_bone) {
p_bone->queue_redraw();
}
}
#endif // TOOLS_ENABLED
} break;
case NOTIFICATION_MOVED_IN_PARENT: {
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
if (copy_transform_to_cache) {
cache_transform = get_transform();
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (skeleton) {
for (int i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
skeleton->bones.remove_at(i);
break;
}
}
skeleton->_make_bone_setup_dirty();
skeleton = nullptr;
}
parent_bone = nullptr;
set_transform(cache_transform);
} break;
case NOTIFICATION_READY: {
if (autocalculate_length_and_angle) {
calculate_length_and_rotation();
}
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_EDITOR_PRE_SAVE:
case NOTIFICATION_EDITOR_POST_SAVE: {
Transform2D tmp_trans = get_transform();
set_transform(cache_transform);
cache_transform = tmp_trans;
} break;
// Bone2D Editor gizmo drawing.
// TODO: Bone2D gizmo drawing needs to be moved to an editor plugin.
case NOTIFICATION_DRAW: {
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
if (editor_gizmo_rid.is_null()) {
editor_gizmo_rid = RenderingServer::get_singleton()->canvas_item_create();
RenderingServer::get_singleton()->canvas_item_set_parent(editor_gizmo_rid, get_canvas_item());
RenderingServer::get_singleton()->canvas_item_set_z_as_relative_to_parent(editor_gizmo_rid, true);
RenderingServer::get_singleton()->canvas_item_set_z_index(editor_gizmo_rid, 10);
}
RenderingServer::get_singleton()->canvas_item_clear(editor_gizmo_rid);
if (!_editor_show_bone_gizmo) {
return;
}
// Undo scaling
Transform2D editor_gizmo_trans;
editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
Color bone_color1 = EDITOR_GET("editors/2d/bone_color1");
Color bone_color2 = EDITOR_GET("editors/2d/bone_color2");
Color bone_ik_color = EDITOR_GET("editors/2d/bone_ik_color");
Color bone_outline_color = EDITOR_GET("editors/2d/bone_outline_color");
Color bone_selected_color = EDITOR_GET("editors/2d/bone_selected_color");
bool Bone2D_found = false;
for (int i = 0; i < get_child_count(); i++) {
Bone2D *child_node = nullptr;
child_node = Object::cast_to<Bone2D>(get_child(i));
if (!child_node) {
continue;
}
Bone2D_found = true;
Vector<Vector2> bone_shape;
Vector<Vector2> bone_shape_outline;
_editor_get_bone_shape(&bone_shape, &bone_shape_outline, child_node);
Vector<Color> colors;
if (has_meta("_local_pose_override_enabled_")) {
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
} else {
colors.push_back(bone_color1);
colors.push_back(bone_color2);
colors.push_back(bone_color1);
colors.push_back(bone_color2);
}
Vector<Color> outline_colors;
if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
} else {
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
}
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
}
if (!Bone2D_found) {
Vector<Vector2> bone_shape;
Vector<Vector2> bone_shape_outline;
_editor_get_bone_shape(&bone_shape, &bone_shape_outline, nullptr);
Vector<Color> colors;
if (has_meta("_local_pose_override_enabled_")) {
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
} else {
colors.push_back(bone_color1);
colors.push_back(bone_color2);
colors.push_back(bone_color1);
colors.push_back(bone_color2);
}
Vector<Color> outline_colors;
if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
} else {
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
}
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
}
} break;
#endif // TOOLS_ENABLED
}
}
#ifdef TOOLS_ENABLED
bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone) {
int bone_width = EDITOR_GET("editors/2d/bone_width");
int bone_outline_width = EDITOR_GET("editors/2d/bone_outline_size");
if (!is_inside_tree()) {
return false; //may have been removed
}
if (!p_other_bone && length <= 0) {
return false;
}
Vector2 rel;
if (p_other_bone) {
rel = (p_other_bone->get_global_position() - get_global_position());
rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
} else {
real_t angle_to_use = get_rotation() + bone_angle;
rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y));
rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
}
Vector2 relt = rel.rotated(Math_PI * 0.5).normalized() * bone_width;
Vector2 reln = rel.normalized();
Vector2 reltn = relt.normalized();
if (p_shape) {
p_shape->clear();
p_shape->push_back(Vector2(0, 0));
p_shape->push_back(rel * 0.2 + relt);
p_shape->push_back(rel);
p_shape->push_back(rel * 0.2 - relt);
}
if (p_outline_shape) {
p_outline_shape->clear();
p_outline_shape->push_back((-reln - reltn) * bone_outline_width);
p_outline_shape->push_back((-reln + reltn) * bone_outline_width);
p_outline_shape->push_back(rel * 0.2 + relt + reltn * bone_outline_width);
p_outline_shape->push_back(rel + (reln + reltn) * bone_outline_width);
p_outline_shape->push_back(rel + (reln - reltn) * bone_outline_width);
p_outline_shape->push_back(rel * 0.2 - relt - reltn * bone_outline_width);
}
return true;
}
void Bone2D::_editor_set_show_bone_gizmo(bool p_show_gizmo) {
_editor_show_bone_gizmo = p_show_gizmo;
queue_redraw();
}
bool Bone2D::_editor_get_show_bone_gizmo() const {
return _editor_show_bone_gizmo;
}
#endif // TOOLS_ENABLED
void Bone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
ClassDB::bind_method(D_METHOD("set_autocalculate_length_and_angle", "auto_calculate"), &Bone2D::set_autocalculate_length_and_angle);
ClassDB::bind_method(D_METHOD("get_autocalculate_length_and_angle"), &Bone2D::get_autocalculate_length_and_angle);
ClassDB::bind_method(D_METHOD("set_length", "length"), &Bone2D::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &Bone2D::get_length);
ClassDB::bind_method(D_METHOD("set_bone_angle", "angle"), &Bone2D::set_bone_angle);
ClassDB::bind_method(D_METHOD("get_bone_angle"), &Bone2D::get_bone_angle);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest", PROPERTY_HINT_NONE, "suffix:px"), "set_rest", "get_rest");
}
void Bone2D::set_rest(const Transform2D &p_rest) {
rest = p_rest;
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
update_configuration_warnings();
}
Transform2D Bone2D::get_rest() const {
return rest;
}
Transform2D Bone2D::get_skeleton_rest() const {
if (parent_bone) {
return parent_bone->get_skeleton_rest() * rest;
} else {
return rest;
}
}
void Bone2D::apply_rest() {
set_transform(rest);
}
void Bone2D::set_default_length(real_t p_length) {
WARN_DEPRECATED_MSG("set_default_length is deprecated. Please use set_length instead!");
set_length(p_length);
}
real_t Bone2D::get_default_length() const {
WARN_DEPRECATED_MSG("get_default_length is deprecated. Please use get_length instead!");
return get_length();
}
int Bone2D::get_index_in_skeleton() const {
ERR_FAIL_COND_V(!skeleton, -1);
skeleton->_update_bone_setup();
return skeleton_index;
}
PackedStringArray Bone2D::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (!skeleton) {
if (parent_bone) {
warnings.push_back(RTR("This Bone2D chain should end at a Skeleton2D node."));
} else {
warnings.push_back(RTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node."));
}
}
if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
warnings.push_back(RTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."));
}
return warnings;
}
void Bone2D::calculate_length_and_rotation() {
// if there is at least a single child Bone2D node, we can calculate
// the length and direction. We will always just use the first Bone2D for this.
bool calculated = false;
int child_count = get_child_count();
if (child_count > 0) {
for (int i = 0; i < child_count; i++) {
Bone2D *child = Object::cast_to<Bone2D>(get_child(i));
if (child) {
Vector2 child_local_pos = to_local(child->get_global_position());
length = child_local_pos.length();
bone_angle = child_local_pos.normalized().angle();
calculated = true;
break;
}
}
}
if (calculated) {
return; // Finished!
} else {
WARN_PRINT("No Bone2D children of node " + get_name() + ". Cannot calculate bone length or angle reliably.\nUsing transform rotation for bone angle");
bone_angle = get_transform().get_rotation();
return;
}
}
void Bone2D::set_autocalculate_length_and_angle(bool p_autocalculate) {
autocalculate_length_and_angle = p_autocalculate;
if (autocalculate_length_and_angle) {
calculate_length_and_rotation();
}
notify_property_list_changed();
}
bool Bone2D::get_autocalculate_length_and_angle() const {
return autocalculate_length_and_angle;
}
void Bone2D::set_length(real_t p_length) {
length = p_length;
#ifdef TOOLS_ENABLED
queue_redraw();
#endif // TOOLS_ENABLED
}
real_t Bone2D::get_length() const {
return length;
}
void Bone2D::set_bone_angle(real_t p_angle) {
bone_angle = p_angle;
#ifdef TOOLS_ENABLED
queue_redraw();
#endif // TOOLS_ENABLED
}
real_t Bone2D::get_bone_angle() const {
return bone_angle;
}
Bone2D::Bone2D() {
skeleton = nullptr;
parent_bone = nullptr;
skeleton_index = -1;
length = 16;
bone_angle = 0;
autocalculate_length_and_angle = true;
set_notify_local_transform(true);
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
for (int i = 0; i < 3; i++) {
rest[i] = Vector2(0, 0);
}
copy_transform_to_cache = true;
}
Bone2D::~Bone2D() {
#ifdef TOOLS_ENABLED
if (!editor_gizmo_rid.is_null()) {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(editor_gizmo_rid);
}
#endif // TOOLS_ENABLED
}
//////////////////////////////////////
bool Skeleton2D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("modification_stack")) {
set_modification_stack(p_value);
return true;
}
return true;
}
bool Skeleton2D::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("modification_stack")) {
r_ret = get_modification_stack();
return true;
}
return true;
}
void Skeleton2D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(
PropertyInfo(Variant::OBJECT, PNAME("modification_stack"),
PROPERTY_HINT_RESOURCE_TYPE,
"SkeletonModificationStack2D",
PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
}
void Skeleton2D::_make_bone_setup_dirty() {
if (bone_setup_dirty) {
return;
}
bone_setup_dirty = true;
if (is_inside_tree()) {
call_deferred(SNAME("_update_bone_setup"));
}
}
void Skeleton2D::_update_bone_setup() {
if (!bone_setup_dirty) {
return;
}
bone_setup_dirty = false;
RS::get_singleton()->skeleton_allocate_data(skeleton, bones.size(), true);
bones.sort(); //sorting so that they are always in the same order/index
for (int i = 0; i < bones.size(); i++) {
bones.write[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones.write[i].bone->skeleton_index = i;
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
if (parent_bone) {
bones.write[i].parent_index = parent_bone->skeleton_index;
} else {
bones.write[i].parent_index = -1;
}
bones.write[i].local_pose_override = bones[i].bone->get_skeleton_rest();
}
transform_dirty = true;
_update_transform();
emit_signal(SNAME("bone_setup_changed"));
}
void Skeleton2D::_make_transform_dirty() {
if (transform_dirty) {
return;
}
transform_dirty = true;
if (is_inside_tree()) {
call_deferred(SNAME("_update_transform"));
}
}
void Skeleton2D::_update_transform() {
if (bone_setup_dirty) {
_update_bone_setup();
return; //above will update transform anyway
}
if (!transform_dirty) {
return;
}
transform_dirty = false;
for (int i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index >= i);
if (bones[i].parent_index >= 0) {
bones.write[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
} else {
bones.write[i].accum_transform = bones[i].bone->get_transform();
}
}
for (int i = 0; i < bones.size(); i++) {
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
RS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
}
}
int Skeleton2D::get_bone_count() const {
ERR_FAIL_COND_V(!is_inside_tree(), 0);
if (bone_setup_dirty) {
const_cast<Skeleton2D *>(this)->_update_bone_setup();
}
return bones.size();
}
Bone2D *Skeleton2D::get_bone(int p_idx) {
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
ERR_FAIL_INDEX_V(p_idx, bones.size(), nullptr);
return bones[p_idx].bone;
}
void Skeleton2D::_notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
if (bone_setup_dirty) {
_update_bone_setup();
}
if (transform_dirty) {
_update_transform();
}
request_ready();
}
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
RS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
} else if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
if (modification_stack.is_valid()) {
execute_modifications(get_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process);
}
} else if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
if (modification_stack.is_valid()) {
execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_physics_process);
}
}
#ifdef TOOLS_ENABLED
else if (p_what == NOTIFICATION_DRAW) {
if (Engine::get_singleton()->is_editor_hint()) {
if (modification_stack.is_valid()) {
modification_stack->draw_editor_gizmos();
}
}
}
#endif // TOOLS_ENABLED
}
RID Skeleton2D::get_skeleton() const {
return skeleton;
}
void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent) {
ERR_FAIL_INDEX_MSG(p_bone_idx, bones.size(), "Bone index is out of range!");
bones.write[p_bone_idx].local_pose_override = p_override;
bones.write[p_bone_idx].local_pose_override_amount = p_amount;
bones.write[p_bone_idx].local_pose_override_persistent = p_persistent;
}
Transform2D Skeleton2D::get_bone_local_pose_override(int p_bone_idx) {
ERR_FAIL_INDEX_V_MSG(p_bone_idx, bones.size(), Transform2D(), "Bone index is out of range!");
return bones[p_bone_idx].local_pose_override;
}
void Skeleton2D::set_modification_stack(Ref<SkeletonModificationStack2D> p_stack) {
if (modification_stack.is_valid()) {
modification_stack->is_setup = false;
modification_stack->set_skeleton(nullptr);
set_process_internal(false);
set_physics_process_internal(false);
}
modification_stack = p_stack;
if (modification_stack.is_valid()) {
modification_stack->set_skeleton(this);
modification_stack->setup();
set_process_internal(true);
set_physics_process_internal(true);
#ifdef TOOLS_ENABLED
modification_stack->set_editor_gizmos_dirty(true);
#endif // TOOLS_ENABLED
}
}
Ref<SkeletonModificationStack2D> Skeleton2D::get_modification_stack() const {
return modification_stack;
}
void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
if (!modification_stack.is_valid()) {
return;
}
// Do not cache the transform changes caused by the modifications!
for (int i = 0; i < bones.size(); i++) {
bones[i].bone->copy_transform_to_cache = false;
}
if (modification_stack->skeleton != this) {
modification_stack->set_skeleton(this);
}
modification_stack->execute(p_delta, p_execution_mode);
// Only apply the local pose override on _process. Otherwise, just calculate the local_pose_override and reset the transform.
if (p_execution_mode == SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process) {
for (int i = 0; i < bones.size(); i++) {
if (bones[i].local_pose_override_amount > 0) {
bones[i].bone->set_meta("_local_pose_override_enabled_", true);
Transform2D final_trans = bones[i].bone->cache_transform;
final_trans = final_trans.interpolate_with(bones[i].local_pose_override, bones[i].local_pose_override_amount);
bones[i].bone->set_transform(final_trans);
bones[i].bone->propagate_call("force_update_transform");
if (bones[i].local_pose_override_persistent) {
bones.write[i].local_pose_override_amount = 0.0;
}
} else {
// TODO: see if there is a way to undo the override without having to resort to setting every bone's transform.
bones[i].bone->remove_meta("_local_pose_override_enabled_");
bones[i].bone->set_transform(bones[i].bone->cache_transform);
}
}
}
// Cache any future transform changes
for (int i = 0; i < bones.size(); i++) {
bones[i].bone->copy_transform_to_cache = true;
}
#ifdef TOOLS_ENABLED
modification_stack->set_editor_gizmos_dirty(true);
#endif // TOOLS_ENABLED
}
void Skeleton2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_bone_setup"), &Skeleton2D::_update_bone_setup);
ClassDB::bind_method(D_METHOD("_update_transform"), &Skeleton2D::_update_transform);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton2D::get_bone_count);
ClassDB::bind_method(D_METHOD("get_bone", "idx"), &Skeleton2D::get_bone);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Skeleton2D::get_skeleton);
ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton2D::set_modification_stack);
ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton2D::get_modification_stack);
ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton2D::execute_modifications);
ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "override_pose", "strength", "persistent"), &Skeleton2D::set_bone_local_pose_override);
ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton2D::get_bone_local_pose_override);
ADD_SIGNAL(MethodInfo("bone_setup_changed"));
}
Skeleton2D::Skeleton2D() {
skeleton = RS::get_singleton()->skeleton_create();
set_notify_transform(true);
}
Skeleton2D::~Skeleton2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(skeleton);
}