mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
815 lines
26 KiB
C++
815 lines
26 KiB
C++
/*************************************************************************/
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/* skeleton_2d.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "skeleton_2d.h"
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#include "../resources/skeleton_modification_2d.h"
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#include "../resources/skeleton_modification_stack_2d.h"
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#include "core/config/engine.h"
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#include "scene/main/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_data.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/canvas_item_editor_plugin.h"
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#endif //TOOLS_ENABLED
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bool Bone2D::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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if (path.begins_with("auto_calculate_length_and_angle")) {
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set_autocalculate_length_and_angle(p_value);
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} else if (path.begins_with("length")) {
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set_length(p_value);
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} else if (path.begins_with("bone_angle")) {
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set_bone_angle(Math::deg2rad(float(p_value)));
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} else if (path.begins_with("default_length")) {
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set_length(p_value);
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}
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#ifdef TOOLS_ENABLED
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if (path.begins_with("editor_settings/show_bone_gizmo")) {
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_editor_set_show_bone_gizmo(p_value);
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}
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#endif // TOOLS_ENABLED
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return true;
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}
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bool Bone2D::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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if (path.begins_with("auto_calculate_length_and_angle")) {
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r_ret = get_autocalculate_length_and_angle();
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} else if (path.begins_with("length")) {
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r_ret = get_length();
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} else if (path.begins_with("bone_angle")) {
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r_ret = Math::rad2deg(get_bone_angle());
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} else if (path.begins_with("default_length")) {
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r_ret = get_length();
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}
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#ifdef TOOLS_ENABLED
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if (path.begins_with("editor_settings/show_bone_gizmo")) {
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r_ret = _editor_get_show_bone_gizmo();
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}
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#endif // TOOLS_ENABLED
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return true;
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}
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void Bone2D::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::BOOL, "auto_calculate_length_and_angle", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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if (!autocalculate_length_and_angle) {
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p_list->push_back(PropertyInfo(Variant::REAL, "length", PROPERTY_HINT_RANGE, "1,1024,1", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::REAL, "bone_angle", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
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}
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#ifdef TOOLS_ENABLED
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p_list->push_back(PropertyInfo(Variant::BOOL, "editor_settings/show_bone_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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#endif // TOOLS_ENABLED
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}
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void Bone2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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Node *parent = get_parent();
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parent_bone = Object::cast_to<Bone2D>(parent);
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skeleton = nullptr;
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while (parent) {
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skeleton = Object::cast_to<Skeleton2D>(parent);
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if (skeleton) {
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break;
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}
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if (!Object::cast_to<Bone2D>(parent)) {
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break; //skeletons must be chained to Bone2Ds.
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}
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parent = parent->get_parent();
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}
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if (skeleton) {
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Skeleton2D::Bone bone;
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bone.bone = this;
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skeleton->bones.push_back(bone);
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skeleton->_make_bone_setup_dirty();
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get_parent()->connect(SceneStringNames::get_singleton()->child_order_changed, skeleton, "_make_bone_setup_dirty", varray(), CONNECT_REFERENCE_COUNTED);
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}
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cache_transform = get_transform();
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copy_transform_to_cache = true;
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#ifdef TOOLS_ENABLED
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// Only draw the gizmo in the editor!
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if (Engine::get_singleton()->is_editor_hint() == false) {
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return;
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}
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update();
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#endif // TOOLS_ENABLED
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} else if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
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if (skeleton) {
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skeleton->_make_transform_dirty();
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}
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if (copy_transform_to_cache) {
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cache_transform = get_transform();
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}
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#ifdef TOOLS_ENABLED
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// Only draw the gizmo in the editor!
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if (Engine::get_singleton()->is_editor_hint() == false) {
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return;
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}
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update();
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if (get_parent()) {
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Bone2D *parent_bone = Object::cast_to<Bone2D>(get_parent());
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if (parent_bone) {
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parent_bone->update();
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}
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}
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#endif // TOOLS_ENABLED
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} else if (p_what == NOTIFICATION_EXIT_TREE) {
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if (skeleton) {
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for (int i = 0; i < skeleton->bones.size(); i++) {
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if (skeleton->bones[i].bone == this) {
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skeleton->bones.remove(i);
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break;
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}
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}
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skeleton->_make_bone_setup_dirty();
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get_parent()->disconnect(SceneStringNames::get_singleton()->child_order_changed, skeleton, "_make_bone_setup_dirty");
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skeleton = nullptr;
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}
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parent_bone = nullptr;
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set_transform(cache_transform);
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} else if (p_what == NOTIFICATION_READY) {
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if (autocalculate_length_and_angle) {
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calculate_length_and_rotation();
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}
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}
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#ifdef TOOLS_ENABLED
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else if (p_what == NOTIFICATION_EDITOR_PRE_SAVE || p_what == NOTIFICATION_EDITOR_POST_SAVE) {
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Transform2D tmp_trans = get_transform();
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set_transform(cache_transform);
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cache_transform = tmp_trans;
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}
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// Bone2D Editor gizmo drawing:
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//TODO Bone2D gizmo drawing needs to be moved to an editor plugin
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else if (p_what == NOTIFICATION_DRAW) {
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// Only draw the gizmo in the editor!
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if (Engine::get_singleton()->is_editor_hint() == false) {
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return;
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}
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if (!editor_gizmo_rid.is_valid()) {
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editor_gizmo_rid = RenderingServer::get_singleton()->canvas_item_create();
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RenderingServer::get_singleton()->canvas_item_set_parent(editor_gizmo_rid, get_canvas_item());
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RenderingServer::get_singleton()->canvas_item_set_z_as_relative_to_parent(editor_gizmo_rid, true);
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RenderingServer::get_singleton()->canvas_item_set_z_index(editor_gizmo_rid, 10);
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}
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RenderingServer::get_singleton()->canvas_item_clear(editor_gizmo_rid);
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if (!_editor_show_bone_gizmo) {
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return;
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}
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// Undo scaling
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Transform2D editor_gizmo_trans = Transform2D();
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editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
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RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
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Color bone_color1 = EditorSettings::get_singleton()->get("editors/2d/bone_color1");
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Color bone_color2 = EditorSettings::get_singleton()->get("editors/2d/bone_color2");
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Color bone_ik_color = EditorSettings::get_singleton()->get("editors/2d/bone_ik_color");
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Color bone_outline_color = EditorSettings::get_singleton()->get("editors/2d/bone_outline_color");
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Color bone_selected_color = EditorSettings::get_singleton()->get("editors/2d/bone_selected_color");
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bool Bone2D_found = false;
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for (int i = 0; i < get_child_count(); i++) {
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Bone2D *child_node = nullptr;
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child_node = Object::cast_to<Bone2D>(get_child(i));
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if (!child_node) {
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continue;
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}
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Bone2D_found = true;
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Vector<Vector2> bone_shape;
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Vector<Vector2> bone_shape_outline;
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_editor_get_bone_shape(&bone_shape, &bone_shape_outline, child_node);
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Vector<Color> colors;
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if (has_meta("_local_pose_override_enabled_")) {
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colors.push_back(bone_ik_color);
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colors.push_back(bone_ik_color);
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colors.push_back(bone_ik_color);
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colors.push_back(bone_ik_color);
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} else {
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colors.push_back(bone_color1);
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colors.push_back(bone_color2);
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colors.push_back(bone_color1);
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colors.push_back(bone_color2);
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}
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Vector<Color> outline_colors;
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if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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} else {
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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}
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RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
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RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
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}
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if (!Bone2D_found) {
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Vector<Vector2> bone_shape;
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Vector<Vector2> bone_shape_outline;
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_editor_get_bone_shape(&bone_shape, &bone_shape_outline, nullptr);
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Vector<Color> colors;
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if (has_meta("_local_pose_override_enabled_")) {
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colors.push_back(bone_ik_color);
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colors.push_back(bone_ik_color);
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colors.push_back(bone_ik_color);
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colors.push_back(bone_ik_color);
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} else {
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colors.push_back(bone_color1);
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colors.push_back(bone_color2);
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colors.push_back(bone_color1);
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colors.push_back(bone_color2);
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}
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Vector<Color> outline_colors;
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if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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outline_colors.push_back(bone_selected_color);
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} else {
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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outline_colors.push_back(bone_outline_color);
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}
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RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
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RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
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}
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}
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#endif // TOOLS_ENALBED
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}
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#ifdef TOOLS_ENABLED
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bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone) {
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int bone_width = EditorSettings::get_singleton()->get("editors/2d/bone_width");
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int bone_outline_width = EditorSettings::get_singleton()->get("editors/2d/bone_outline_size");
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if (!is_inside_tree()) {
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return false; //may have been removed
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}
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if (!p_other_bone && length <= 0) {
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return false;
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}
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Vector2 rel;
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if (p_other_bone) {
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rel = (p_other_bone->get_global_transform().get_origin() - get_global_transform().get_origin());
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rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
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} else {
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float angle_to_use = get_rotation() + bone_angle;
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rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y));
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rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
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}
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Vector2 relt = rel.rotated(Math_PI * 0.5).normalized() * bone_width;
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Vector2 reln = rel.normalized();
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Vector2 reltn = relt.normalized();
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if (p_shape) {
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p_shape->clear();
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p_shape->push_back(Vector2(0, 0));
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p_shape->push_back(rel * 0.2 + relt);
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p_shape->push_back(rel);
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p_shape->push_back(rel * 0.2 - relt);
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}
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if (p_outline_shape) {
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p_outline_shape->clear();
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p_outline_shape->push_back((-reln - reltn) * bone_outline_width);
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p_outline_shape->push_back((-reln + reltn) * bone_outline_width);
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p_outline_shape->push_back(rel * 0.2 + relt + reltn * bone_outline_width);
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p_outline_shape->push_back(rel + (reln + reltn) * bone_outline_width);
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p_outline_shape->push_back(rel + (reln - reltn) * bone_outline_width);
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p_outline_shape->push_back(rel * 0.2 - relt - reltn * bone_outline_width);
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}
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return true;
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}
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void Bone2D::_editor_set_show_bone_gizmo(bool p_show_gizmo) {
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_editor_show_bone_gizmo = p_show_gizmo;
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update();
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}
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bool Bone2D::_editor_get_show_bone_gizmo() const {
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return _editor_show_bone_gizmo;
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}
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#endif // TOOLS_ENABLED
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void Bone2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
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ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
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ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
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ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
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ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
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ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
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ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
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ClassDB::bind_method(D_METHOD("set_autocalculate_length_and_angle", "auto_calculate"), &Bone2D::set_autocalculate_length_and_angle);
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ClassDB::bind_method(D_METHOD("get_autocalculate_length_and_angle"), &Bone2D::get_autocalculate_length_and_angle);
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ClassDB::bind_method(D_METHOD("set_length", "length"), &Bone2D::set_length);
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ClassDB::bind_method(D_METHOD("get_length"), &Bone2D::get_length);
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ClassDB::bind_method(D_METHOD("set_bone_angle", "angle"), &Bone2D::set_bone_angle);
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ClassDB::bind_method(D_METHOD("get_bone_angle"), &Bone2D::get_bone_angle);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest"), "set_rest", "get_rest");
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}
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void Bone2D::set_rest(const Transform2D &p_rest) {
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rest = p_rest;
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if (skeleton) {
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skeleton->_make_bone_setup_dirty();
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}
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update_configuration_warning();
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}
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Transform2D Bone2D::get_rest() const {
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return rest;
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}
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Transform2D Bone2D::get_skeleton_rest() const {
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if (parent_bone) {
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return parent_bone->get_skeleton_rest() * rest;
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} else {
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return rest;
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}
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}
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void Bone2D::apply_rest() {
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set_transform(rest);
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}
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void Bone2D::set_default_length(float p_length) {
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WARN_DEPRECATED_MSG("set_default_length is deprecated. Please use set_length instead!");
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set_length(p_length);
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}
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float Bone2D::get_default_length() const {
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WARN_DEPRECATED_MSG("get_default_length is deprecated. Please use get_length instead!");
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return get_length();
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}
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int Bone2D::get_index_in_skeleton() const {
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ERR_FAIL_COND_V(!skeleton, -1);
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skeleton->_update_bone_setup();
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return skeleton_index;
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}
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String Bone2D::get_configuration_warning() const {
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String warning = Node2D::get_configuration_warning();
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if (!skeleton) {
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if (warning != String()) {
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warning += "\n\n";
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}
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if (parent_bone) {
|
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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;
|
|
}
|
|
|
|
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;
|
|
length = 16;
|
|
bone_angle = 0;
|
|
autocalculate_length_and_angle = true;
|
|
|
|
set_notify_local_transform(true);
|
|
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
|
|
for (int i = 0; i < 3; i++) {
|
|
rest[i] = Vector2(0, 0);
|
|
}
|
|
|
|
copy_transform_to_cache = true;
|
|
}
|
|
|
|
Bone2D::~Bone2D() {
|
|
#ifdef TOOLS_ENABLED
|
|
if (editor_gizmo_rid.is_valid()) {
|
|
RenderingServer::get_singleton()->free(editor_gizmo_rid);
|
|
}
|
|
#endif // TOOLS_ENABLED
|
|
}
|
|
|
|
//////////////////////////////////////
|
|
|
|
bool Skeleton2D::_set(const StringName &p_path, const Variant &p_value) {
|
|
String path = p_path;
|
|
|
|
if (path.begins_with("modification_stack")) {
|
|
set_modification_stack(p_value);
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool Skeleton2D::_get(const StringName &p_path, Variant &r_ret) const {
|
|
String path = p_path;
|
|
|
|
if (path.begins_with("modification_stack")) {
|
|
r_ret = get_modification_stack();
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Skeleton2D::_get_property_list(List<PropertyInfo> *p_list) const {
|
|
p_list->push_back(
|
|
PropertyInfo(Variant::OBJECT, "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;
|
|
RS::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;
|
|
|
|
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
|
|
|
|
if (parent_bone) {
|
|
bones.write[i].parent_index = parent_bone->skeleton_index;
|
|
} else {
|
|
bones.write[i].parent_index = -1;
|
|
}
|
|
|
|
bones.write[i].local_pose_override = bones[i].bone->get_skeleton_rest();
|
|
}
|
|
|
|
transform_dirty = true;
|
|
_update_transform();
|
|
emit_signal("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;
|
|
RS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
|
|
}
|
|
}
|
|
|
|
int Skeleton2D::get_bone_count() const {
|
|
ERR_FAIL_COND_V(!is_inside_tree(), 0);
|
|
|
|
if (bone_setup_dirty) {
|
|
const_cast<Skeleton2D *>(this)->_update_bone_setup();
|
|
}
|
|
|
|
return bones.size();
|
|
}
|
|
|
|
Bone2D *Skeleton2D::get_bone(int p_idx) {
|
|
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
|
|
ERR_FAIL_INDEX_V(p_idx, bones.size(), nullptr);
|
|
|
|
return bones[p_idx].bone;
|
|
}
|
|
|
|
void Skeleton2D::_notification(int p_what) {
|
|
if (p_what == NOTIFICATION_READY) {
|
|
if (bone_setup_dirty) {
|
|
_update_bone_setup();
|
|
}
|
|
if (transform_dirty) {
|
|
_update_transform();
|
|
}
|
|
|
|
request_ready();
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
|
|
RS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
|
|
} else if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
|
|
if (modification_stack.is_valid()) {
|
|
execute_modifications(get_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process);
|
|
}
|
|
} else if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
|
|
if (modification_stack.is_valid()) {
|
|
execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_physics_process);
|
|
}
|
|
}
|
|
#ifdef TOOLS_ENABLED
|
|
else if (p_what == NOTIFICATION_DRAW) {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
if (modification_stack.is_valid()) {
|
|
modification_stack->draw_editor_gizmos();
|
|
}
|
|
}
|
|
}
|
|
#endif // TOOLS_ENABLED
|
|
}
|
|
|
|
RID Skeleton2D::get_skeleton() const {
|
|
return skeleton;
|
|
}
|
|
|
|
void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, 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);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton2D::set_modification_stack);
|
|
ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton2D::get_modification_stack);
|
|
ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton2D::execute_modifications);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "override_pose", "strength", "persistent"), &Skeleton2D::set_bone_local_pose_override);
|
|
ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton2D::get_bone_local_pose_override);
|
|
|
|
ClassDB::bind_method(D_METHOD("_make_bone_setup_dirty"), &Skeleton2D::_make_bone_setup_dirty);
|
|
|
|
ADD_SIGNAL(MethodInfo("bone_setup_changed"));
|
|
}
|
|
|
|
Skeleton2D::Skeleton2D() {
|
|
bone_setup_dirty = true;
|
|
transform_dirty = true;
|
|
|
|
skeleton = RID_PRIME(RS::get_singleton()->skeleton_create());
|
|
set_notify_transform(true);
|
|
}
|
|
|
|
Skeleton2D::~Skeleton2D() {
|
|
RS::get_singleton()->free(skeleton);
|
|
}
|