pandemonium_engine/scene/2d/skeleton_2d.cpp

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/*************************************************************************/
/* skeleton_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "skeleton_2d.h"
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
#include "scene/resources/skeleton_modification_2d.h"
#include "scene/resources/skeleton_modification_stack_2d.h"
#include "core/config/engine.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/editor_data.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::deg2rad(float(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::rad2deg(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, "auto_calculate_length_and_angle", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (!autocalculate_length_and_angle) {
p_list->push_back(PropertyInfo(Variant::REAL, "length", PROPERTY_HINT_RANGE, "1,1024,1", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::REAL, "bone_angle", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
}
#ifdef TOOLS_ENABLED
p_list->push_back(PropertyInfo(Variant::BOOL, "editor_settings/show_bone_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
#endif // TOOLS_ENABLED
}
void Bone2D::_notification(int p_what) {
if (p_what == 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();
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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;
}
update();
#endif // TOOLS_ENABLED
} else if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (skeleton) {
skeleton->_make_transform_dirty();
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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;
}
update();
if (get_parent()) {
Bone2D *parent_bone = Object::cast_to<Bone2D>(get_parent());
if (parent_bone) {
parent_bone->update();
}
}
#endif // TOOLS_ENABLED
} else if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
if (copy_transform_to_cache) {
cache_transform = get_transform();
}
} else if (p_what == NOTIFICATION_EXIT_TREE) {
if (skeleton) {
for (int i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
skeleton->bones.remove(i);
break;
}
}
skeleton->_make_bone_setup_dirty();
skeleton = nullptr;
}
parent_bone = nullptr;
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
set_transform(cache_transform);
} else if (p_what == NOTIFICATION_READY) {
if (autocalculate_length_and_angle) {
calculate_length_and_rotation();
}
}
#ifdef TOOLS_ENABLED
else if (p_what == NOTIFICATION_EDITOR_PRE_SAVE || p_what == NOTIFICATION_EDITOR_POST_SAVE) {
Transform2D tmp_trans = get_transform();
set_transform(cache_transform);
cache_transform = tmp_trans;
}
// Bone2D Editor gizmo drawing:
//TODO Bone2D gizmo drawing needs to be moved to an editor plugin
else if (p_what == NOTIFICATION_DRAW) {
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
if (!editor_gizmo_rid.is_valid()) {
editor_gizmo_rid = VisualServer::get_singleton()->canvas_item_create();
VisualServer::get_singleton()->canvas_item_set_parent(editor_gizmo_rid, get_canvas_item());
VisualServer::get_singleton()->canvas_item_set_z_as_relative_to_parent(editor_gizmo_rid, true);
VisualServer::get_singleton()->canvas_item_set_z_index(editor_gizmo_rid, 10);
}
VisualServer::get_singleton()->canvas_item_clear(editor_gizmo_rid);
if (!_editor_show_bone_gizmo) {
return;
}
// Undo scaling
Transform2D editor_gizmo_trans = Transform2D();
editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
VisualServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
Color bone_color1 = EditorSettings::get_singleton()->get("editors/2d/bone_color1");
Color bone_color2 = EditorSettings::get_singleton()->get("editors/2d/bone_color2");
Color bone_ik_color = EditorSettings::get_singleton()->get("editors/2d/bone_ik_color");
Color bone_outline_color = EditorSettings::get_singleton()->get("editors/2d/bone_outline_color");
Color bone_selected_color = EditorSettings::get_singleton()->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);
}
VisualServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
VisualServer::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);
}
VisualServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
VisualServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
}
}
#endif // TOOLS_ENALBED
}
#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 = EditorSettings::get_singleton()->get("editors/2d/bone_width");
int bone_outline_width = EditorSettings::get_singleton()->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_transform().get_origin() - get_global_transform().get_origin());
rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
} else {
float 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);
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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;
update();
}
bool Bone2D::_editor_get_show_bone_gizmo() const {
return _editor_show_bone_gizmo;
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
#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);
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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"), "set_rest", "get_rest");
}
void Bone2D::set_rest(const Transform2D &p_rest) {
rest = p_rest;
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
update_configuration_warning();
}
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(float p_length) {
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
WARN_DEPRECATED_MSG("set_default_length is deprecated. Please use set_length instead!");
set_length(p_length);
}
float Bone2D::get_default_length() const {
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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;
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
String Bone2D::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (!skeleton) {
if (warning != String()) {
warning += "\n\n";
}
if (parent_bone) {
warning += TTR("This Bone2D chain should end at a Skeleton2D node.");
} else {
warning += TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
}
}
if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
}
return warning;
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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_transform().get_origin());
length = child_local_pos.length();
bone_angle = Math::atan2(child_local_pos.normalized().y, child_local_pos.normalized().x);
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();
}
property_list_changed_notify();
}
bool Bone2D::get_autocalculate_length_and_angle() const {
return autocalculate_length_and_angle;
}
void Bone2D::set_length(float p_length) {
length = p_length;
#ifdef TOOLS_ENABLED
update();
#endif // TOOLS_ENABLED
}
float Bone2D::get_length() const {
return length;
}
void Bone2D::set_bone_angle(float p_angle) {
bone_angle = p_angle;
#ifdef TOOLS_ENABLED
update();
#endif // TOOLS_ENABLED
}
float Bone2D::get_bone_angle() const {
return bone_angle;
}
Bone2D::Bone2D() {
skeleton = nullptr;
parent_bone = nullptr;
skeleton_index = -1;
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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);
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
copy_transform_to_cache = true;
}
Bone2D::~Bone2D() {
#ifdef TOOLS_ENABLED
if (editor_gizmo_rid.is_valid()) {
VisualServer::get_singleton()->free(editor_gizmo_rid);
}
#endif // TOOLS_ENABLED
}
//////////////////////////////////////
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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, "modification_stack",
PROPERTY_HINT_RESOURCE_TYPE,
"SkeletonModificationStack2D",
PROPERTY_USAGE_DEFAULT | 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("_update_bone_setup");
}
}
void Skeleton2D::_update_bone_setup() {
if (!bone_setup_dirty) {
return;
}
bone_setup_dirty = false;
VS::get_singleton()->skeleton_allocate(skeleton, bones.size(), true);
bones.sort(); //sorty so 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;
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
if (parent_bone) {
bones.write[i].parent_index = parent_bone->skeleton_index;
} else {
bones.write[i].parent_index = -1;
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
bones.write[i].local_pose_override = bones[i].bone->get_skeleton_rest();
}
transform_dirty = true;
_update_transform();
emit_signal("bone_setup_changed");
}
void Skeleton2D::_make_transform_dirty() {
if (transform_dirty) {
return;
}
transform_dirty = true;
if (is_inside_tree()) {
call_deferred("_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;
VS::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) {
VS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
} 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);
}
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
#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;
}
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, float 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(float 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);
Ported from Godot4: 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. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
2022-08-18 18:47:30 +02:00
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", "execution_mode", "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() {
bone_setup_dirty = true;
transform_dirty = true;
skeleton = RID_PRIME(VS::get_singleton()->skeleton_create());
set_notify_transform(true);
}
Skeleton2D::~Skeleton2D() {
VS::get_singleton()->free(skeleton);
}