mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 17:07:20 +01:00
118 lines
4.9 KiB
C++
118 lines
4.9 KiB
C++
#ifndef SKELETON_MODIFICATION_2D_FABRIK_H
|
|
#define SKELETON_MODIFICATION_2D_FABRIK_H
|
|
|
|
/*************************************************************************/
|
|
/* skeleton_modification_2d_fabrik.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* PANDEMONIUM ENGINE */
|
|
/* https://github.com/Relintai/pandemonium_engine */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2022-present Péter Magyar. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "skeleton_modification_2d.h"
|
|
|
|
///////////////////////////////////////
|
|
// SkeletonModification2DFABRIK
|
|
///////////////////////////////////////
|
|
|
|
class SkeletonModificationStack2D;
|
|
|
|
class SkeletonModification2DFABRIK : public SkeletonModification2D {
|
|
GDCLASS(SkeletonModification2DFABRIK, SkeletonModification2D);
|
|
|
|
private:
|
|
struct FABRIK_Joint_Data2D {
|
|
int bone_idx;
|
|
NodePath bone2d_node;
|
|
ObjectID bone2d_node_cache;
|
|
|
|
Vector2 magnet_position;
|
|
bool use_target_rotation;
|
|
|
|
bool editor_draw_gizmo;
|
|
|
|
FABRIK_Joint_Data2D() {
|
|
bone_idx = -1;
|
|
bone2d_node_cache = 0;
|
|
use_target_rotation = false;
|
|
editor_draw_gizmo = true;
|
|
}
|
|
};
|
|
|
|
Vector<FABRIK_Joint_Data2D> fabrik_data_chain;
|
|
|
|
// Unlike in 3D, we need a vector of Transform2D objects to perform FABRIK.
|
|
// This is because FABRIK (unlike CCDIK) needs to operate on transforms that are NOT
|
|
// affected by each other, making the transforms stored in Bone2D unusable, as well as those in Skeleton2D.
|
|
// For this reason, this modification stores a vector of Transform2Ds used for the calculations, which are then applied at the end.
|
|
Vector<Transform2D> fabrik_transform_chain;
|
|
|
|
NodePath target_node;
|
|
ObjectID target_node_cache;
|
|
void update_target_cache();
|
|
|
|
float chain_tolarance;
|
|
int chain_max_iterations;
|
|
int chain_iterations;
|
|
Transform2D target_global_pose;
|
|
Transform2D origin_global_pose;
|
|
|
|
void fabrik_joint_update_bone2d_cache(int p_joint_idx);
|
|
void chain_backwards();
|
|
void chain_forwards();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
bool _set(const StringName &p_path, const Variant &p_value);
|
|
bool _get(const StringName &p_path, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
public:
|
|
void _execute(float p_delta);
|
|
void _setup_modification(Ref<SkeletonModificationStack2D> p_stack);
|
|
|
|
void set_target_node(const NodePath &p_target_node);
|
|
NodePath get_target_node() const;
|
|
|
|
int get_fabrik_data_chain_length();
|
|
void set_fabrik_data_chain_length(int p_new_length);
|
|
|
|
void set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
|
|
NodePath get_fabrik_joint_bone2d_node(int p_joint_idx) const;
|
|
void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);
|
|
int get_fabrik_joint_bone_index(int p_joint_idx) const;
|
|
|
|
void set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position);
|
|
Vector2 get_fabrik_joint_magnet_position(int p_joint_idx) const;
|
|
void set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation);
|
|
bool get_fabrik_joint_use_target_rotation(int p_joint_idx) const;
|
|
|
|
SkeletonModification2DFABRIK();
|
|
~SkeletonModification2DFABRIK();
|
|
};
|
|
|
|
#endif // SKELETON_MODIFICATION_2D_FABRIK_H
|