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/**************************************************************************/
/* skeleton_modification_2d_stackholder.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
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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.
2020-08-03 18:02:24 +00:00
#include "skeleton_modification_2d_stackholder.h"
#include "scene/2d/skeleton_2d.h"
bool SkeletonModification2DStackHolder::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path == "held_modification_stack") {
set_held_modification_stack(p_value);
}
#ifdef TOOLS_ENABLED
if (path == "editor/draw_gizmo") {
set_editor_draw_gizmo(p_value);
}
#endif // TOOLS_ENABLED
return true;
}
bool SkeletonModification2DStackHolder::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path == "held_modification_stack") {
r_ret = get_held_modification_stack();
}
#ifdef TOOLS_ENABLED
if (path == "editor/draw_gizmo") {
r_ret = get_editor_draw_gizmo();
}
#endif // TOOLS_ENABLED
return true;
}
void SkeletonModification2DStackHolder::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::OBJECT, "held_modification_stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack2D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
p_list->push_back(PropertyInfo(Variant::BOOL, "editor/draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#endif // TOOLS_ENABLED
}
void SkeletonModification2DStackHolder::_execute(float p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (held_modification_stack.is_valid()) {
held_modification_stack->execute(p_delta, execution_mode);
}
}
void SkeletonModification2DStackHolder::_setup_modification(SkeletonModificationStack2D *p_stack) {
stack = p_stack;
if (stack != nullptr) {
is_setup = true;
if (held_modification_stack.is_valid()) {
held_modification_stack->set_skeleton(stack->get_skeleton());
held_modification_stack->setup();
}
}
}
void SkeletonModification2DStackHolder::_draw_editor_gizmo() {
if (stack) {
if (held_modification_stack.is_valid()) {
held_modification_stack->draw_editor_gizmos();
}
}
}
void SkeletonModification2DStackHolder::set_held_modification_stack(Ref<SkeletonModificationStack2D> p_held_stack) {
held_modification_stack = p_held_stack;
if (is_setup && held_modification_stack.is_valid()) {
held_modification_stack->set_skeleton(stack->get_skeleton());
held_modification_stack->setup();
}
}
Ref<SkeletonModificationStack2D> SkeletonModification2DStackHolder::get_held_modification_stack() const {
return held_modification_stack;
}
void SkeletonModification2DStackHolder::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_held_modification_stack", "held_modification_stack"), &SkeletonModification2DStackHolder::set_held_modification_stack);
ClassDB::bind_method(D_METHOD("get_held_modification_stack"), &SkeletonModification2DStackHolder::get_held_modification_stack);
}
SkeletonModification2DStackHolder::SkeletonModification2DStackHolder() {
stack = nullptr;
is_setup = false;
enabled = true;
}
SkeletonModification2DStackHolder::~SkeletonModification2DStackHolder() {
}