mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-24 20:57:18 +01:00
Relintai
521934ff55
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
8aa3c2f091
91 lines
3.8 KiB
C++
91 lines
3.8 KiB
C++
#ifndef SKELETON_MODIFICATION_2D_H
|
|
#define SKELETON_MODIFICATION_2D_H
|
|
|
|
/*************************************************************************/
|
|
/* skeleton_modification_2d.h */
|
|
/*************************************************************************/
|
|
/* 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 "core/object/resource.h"
|
|
|
|
///////////////////////////////////////
|
|
// SkeletonModification2D
|
|
///////////////////////////////////////
|
|
|
|
class SkeletonModificationStack2D;
|
|
class Bone2D;
|
|
class Skeleton2D;
|
|
|
|
class SkeletonModification2D : public Resource {
|
|
GDCLASS(SkeletonModification2D, Resource);
|
|
friend class Skeleton2D;
|
|
friend class Bone2D;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
SkeletonModificationStack2D *stack;
|
|
int execution_mode; // 0 = process
|
|
|
|
bool enabled;
|
|
bool is_setup;
|
|
|
|
bool _print_execution_error(bool p_condition, String p_message);
|
|
|
|
public:
|
|
void execute(float p_delta);
|
|
void setup_modification(Ref<SkeletonModificationStack2D> p_stack);
|
|
void draw_editor_gizmo();
|
|
|
|
virtual void _execute(float _delta);
|
|
virtual void _setup_modification(Ref<SkeletonModificationStack2D> p_stack);
|
|
virtual void _draw_editor_gizmo();
|
|
|
|
bool editor_draw_gizmo;
|
|
void set_editor_draw_gizmo(bool p_draw_gizmo);
|
|
bool get_editor_draw_gizmo() const;
|
|
|
|
void set_enabled(bool p_enabled);
|
|
bool get_enabled();
|
|
|
|
Ref<SkeletonModificationStack2D> get_modification_stack();
|
|
void set_is_setup(bool p_setup);
|
|
bool get_is_setup() const;
|
|
|
|
void set_execution_mode(int p_mode);
|
|
int get_execution_mode() const;
|
|
|
|
float clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert_clamp = false);
|
|
void editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted);
|
|
|
|
SkeletonModification2D();
|
|
~SkeletonModification2D();
|
|
};
|
|
|
|
#endif // SKELETON_MODIFICATION_2D_H
|