godot/scene/resources/skeleton_modification_2d_jiggle.h

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/**************************************************************************/
/* skeleton_modification_2d_jiggle.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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
#ifndef SKELETON_MODIFICATION_2D_JIGGLE_H
#define SKELETON_MODIFICATION_2D_JIGGLE_H
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 "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_2d.h"
///////////////////////////////////////
// SkeletonModification2DJIGGLE
///////////////////////////////////////
class SkeletonModification2DJiggle : public SkeletonModification2D {
GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D);
private:
struct Jiggle_Joint_Data2D {
int bone_idx = -1;
NodePath bone2d_node;
ObjectID bone2d_node_cache;
bool override_defaults = false;
float stiffness = 3;
float mass = 0.75;
float damping = 0.75;
bool use_gravity = false;
Vector2 gravity = Vector2(0, 6.0);
Vector2 force = Vector2(0, 0);
Vector2 acceleration = Vector2(0, 0);
Vector2 velocity = Vector2(0, 0);
Vector2 last_position = Vector2(0, 0);
Vector2 dynamic_position = Vector2(0, 0);
Vector2 last_noncollision_position = Vector2(0, 0);
};
Vector<Jiggle_Joint_Data2D> jiggle_data_chain;
NodePath target_node;
ObjectID target_node_cache;
void update_target_cache();
float stiffness = 3;
float mass = 0.75;
float damping = 0.75;
bool use_gravity = false;
Vector2 gravity = Vector2(0, 6);
bool use_colliders = false;
uint32_t collision_mask = 1;
void jiggle_joint_update_bone2d_cache(int p_joint_idx);
void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta);
void _update_jiggle_joint_data();
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) override;
void _setup_modification(SkeletonModificationStack2D *p_stack) override;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_stiffness(float p_stiffness);
float get_stiffness() const;
void set_mass(float p_mass);
float get_mass() const;
void set_damping(float p_damping);
float get_damping() const;
void set_use_gravity(bool p_use_gravity);
bool get_use_gravity() const;
void set_gravity(Vector2 p_gravity);
Vector2 get_gravity() const;
void set_use_colliders(bool p_use_colliders);
bool get_use_colliders() const;
void set_collision_mask(int p_mask);
int get_collision_mask() const;
int get_jiggle_data_chain_length();
void set_jiggle_data_chain_length(int p_new_length);
void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const;
void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx);
int get_jiggle_joint_bone_index(int p_joint_idx) const;
void set_jiggle_joint_override(int p_joint_idx, bool p_override);
bool get_jiggle_joint_override(int p_joint_idx) const;
void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness);
float get_jiggle_joint_stiffness(int p_joint_idx) const;
void set_jiggle_joint_mass(int p_joint_idx, float p_mass);
float get_jiggle_joint_mass(int p_joint_idx) const;
void set_jiggle_joint_damping(int p_joint_idx, float p_damping);
float get_jiggle_joint_damping(int p_joint_idx) const;
void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity);
Vector2 get_jiggle_joint_gravity(int p_joint_idx) const;
SkeletonModification2DJiggle();
~SkeletonModification2DJiggle();
};
#endif // SKELETON_MODIFICATION_2D_JIGGLE_H