8aa3c2f091
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.
167 lines
5.5 KiB
C++
167 lines
5.5 KiB
C++
/*************************************************************************/
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/* skeleton_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SKELETON_2D_H
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#define SKELETON_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/skeleton_modification_2d.h"
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class Skeleton2D;
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class Bone2D : public Node2D {
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GDCLASS(Bone2D, Node2D);
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friend class Skeleton2D;
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#ifdef TOOLS_ENABLED
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friend class AnimatedValuesBackup;
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#endif
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Bone2D *parent_bone = nullptr;
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Skeleton2D *skeleton = nullptr;
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Transform2D rest;
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bool autocalculate_length_and_angle = true;
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float length = 16;
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float bone_angle = 0;
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int skeleton_index = -1;
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void calculate_length_and_rotation();
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#ifdef TOOLS_ENABLED
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RID editor_gizmo_rid;
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bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone);
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bool _editor_show_bone_gizmo = true;
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#endif // TOOLS ENABLED
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_path, const Variant &p_value);
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bool _get(const StringName &p_path, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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Transform2D cache_transform;
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bool copy_transform_to_cache = true;
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void set_rest(const Transform2D &p_rest);
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Transform2D get_rest() const;
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void apply_rest();
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Transform2D get_skeleton_rest() const;
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TypedArray<String> get_configuration_warnings() const override;
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void set_default_length(real_t p_length);
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real_t get_default_length() const;
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void set_autocalculate_length_and_angle(bool p_autocalculate);
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bool get_autocalculate_length_and_angle() const;
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void set_length(float p_length);
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float get_length() const;
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void set_bone_angle(float p_angle);
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float get_bone_angle() const;
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int get_index_in_skeleton() const;
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#ifdef TOOLS_ENABLED
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void _editor_set_show_bone_gizmo(bool p_show_gizmo);
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bool _editor_get_show_bone_gizmo() const;
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#endif // TOOLS_ENABLED
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Bone2D();
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~Bone2D();
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};
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class SkeletonModificationStack2D;
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class Skeleton2D : public Node2D {
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GDCLASS(Skeleton2D, Node2D);
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friend class Bone2D;
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#ifdef TOOLS_ENABLED
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friend class AnimatedValuesBackup;
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#endif
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struct Bone {
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bool operator<(const Bone &p_bone) const {
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return p_bone.bone->is_greater_than(bone);
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}
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Bone2D *bone = nullptr;
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int parent_index = 0;
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Transform2D accum_transform;
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Transform2D rest_inverse;
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//Transform2D local_pose_cache;
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Transform2D local_pose_override;
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float local_pose_override_amount = 0;
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bool local_pose_override_persistent = false;
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};
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Vector<Bone> bones;
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bool bone_setup_dirty = true;
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void _make_bone_setup_dirty();
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void _update_bone_setup();
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bool transform_dirty = true;
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void _make_transform_dirty();
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void _update_transform();
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RID skeleton;
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Ref<SkeletonModificationStack2D> modification_stack;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_path, const Variant &p_value);
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bool _get(const StringName &p_path, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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int get_bone_count() const;
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Bone2D *get_bone(int p_idx);
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RID get_skeleton() const;
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void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, float p_amount, bool p_persistent = true);
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Transform2D get_bone_local_pose_override(int p_bone_idx);
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Ref<SkeletonModificationStack2D> get_modification_stack() const;
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void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack);
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void execute_modifications(float p_delta, int p_execution_mode);
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Skeleton2D();
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~Skeleton2D();
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};
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#endif // SKELETON_2D_H
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