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
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/*************************************************************************/
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/* skeleton_modification_stack_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_modification_stack_2d.h"
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#include "scene/2d/skeleton_2d.h"
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void SkeletonModificationStack2D::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < modifications.size(); i++) {
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p_list->push_back(
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PropertyInfo(Variant::OBJECT, "modifications/" + itos(i),
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PROPERTY_HINT_RESOURCE_TYPE,
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"SkeletonModification2D",
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
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}
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}
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bool SkeletonModificationStack2D::_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("modifications/")) {
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int mod_idx = path.get_slicec('/', 1).to_int();
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set_modification(mod_idx, p_value);
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return true;
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}
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return true;
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}
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bool SkeletonModificationStack2D::_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("modifications/")) {
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int mod_idx = path.get_slicec('/', 1).to_int();
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r_ret = get_modification(mod_idx);
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return true;
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}
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return true;
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}
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void SkeletonModificationStack2D::setup() {
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if (is_setup) {
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return;
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}
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if (skeleton != nullptr) {
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is_setup = true;
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for (int i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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modifications.get(i)->_setup_modification(this);
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}
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#ifdef TOOLS_ENABLED
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set_editor_gizmos_dirty(true);
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#endif // TOOLS_ENABLED
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} else {
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WARN_PRINT("Cannot setup SkeletonModificationStack2D: no Skeleton2D set!");
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}
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}
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void SkeletonModificationStack2D::execute(float p_delta, int p_execution_mode) {
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ERR_FAIL_COND_MSG(!is_setup || skeleton == nullptr || is_queued_for_deletion(),
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"Modification stack is not properly setup and therefore cannot execute!");
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if (!skeleton->is_inside_tree()) {
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ERR_PRINT_ONCE("Skeleton is not inside SceneTree! Cannot execute modification!");
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return;
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}
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if (!enabled) {
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return;
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}
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for (int i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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if (modifications[i]->get_execution_mode() == p_execution_mode) {
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modifications.get(i)->_execute(p_delta);
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}
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}
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}
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void SkeletonModificationStack2D::draw_editor_gizmos() {
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if (!is_setup) {
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return;
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}
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if (editor_gizmo_dirty) {
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for (int i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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if (modifications[i]->editor_draw_gizmo) {
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modifications.get(i)->_draw_editor_gizmo();
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}
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}
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skeleton->draw_set_transform(Vector2(0, 0));
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editor_gizmo_dirty = false;
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}
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}
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void SkeletonModificationStack2D::set_editor_gizmos_dirty(bool p_dirty) {
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if (!is_setup) {
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return;
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}
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if (!editor_gizmo_dirty && p_dirty) {
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editor_gizmo_dirty = p_dirty;
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if (skeleton) {
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skeleton->update();
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}
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} else {
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editor_gizmo_dirty = p_dirty;
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}
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}
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void SkeletonModificationStack2D::enable_all_modifications(bool p_enabled) {
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for (int i = 0; i < modifications.size(); i++) {
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if (!modifications[i].is_valid()) {
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continue;
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}
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modifications.get(i)->set_enabled(p_enabled);
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}
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}
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Ref<SkeletonModification2D> SkeletonModificationStack2D::get_modification(int p_mod_idx) const {
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ERR_FAIL_INDEX_V(p_mod_idx, modifications.size(), nullptr);
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return modifications[p_mod_idx];
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}
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void SkeletonModificationStack2D::add_modification(Ref<SkeletonModification2D> p_mod) {
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2021-06-13 06:07:01 +00:00
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ERR_FAIL_COND(!p_mod.is_valid());
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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
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p_mod->_setup_modification(this);
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modifications.push_back(p_mod);
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#ifdef TOOLS_ENABLED
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set_editor_gizmos_dirty(true);
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#endif // TOOLS_ENABLED
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}
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void SkeletonModificationStack2D::delete_modification(int p_mod_idx) {
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ERR_FAIL_INDEX(p_mod_idx, modifications.size());
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modifications.remove(p_mod_idx);
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#ifdef TOOLS_ENABLED
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set_editor_gizmos_dirty(true);
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#endif // TOOLS_ENABLED
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}
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void SkeletonModificationStack2D::set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod) {
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ERR_FAIL_INDEX(p_mod_idx, modifications.size());
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if (p_mod == nullptr) {
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modifications.insert(p_mod_idx, nullptr);
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} else {
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p_mod->_setup_modification(this);
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modifications.insert(p_mod_idx, p_mod);
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}
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#ifdef TOOLS_ENABLED
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set_editor_gizmos_dirty(true);
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#endif // TOOLS_ENABLED
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}
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void SkeletonModificationStack2D::set_modification_count(int p_count) {
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modifications.resize(p_count);
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notify_property_list_changed();
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#ifdef TOOLS_ENABLED
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set_editor_gizmos_dirty(true);
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#endif // TOOLS_ENABLED
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}
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int SkeletonModificationStack2D::get_modification_count() const {
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return modifications.size();
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}
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void SkeletonModificationStack2D::set_skeleton(Skeleton2D *p_skeleton) {
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skeleton = p_skeleton;
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}
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Skeleton2D *SkeletonModificationStack2D::get_skeleton() const {
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return skeleton;
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}
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bool SkeletonModificationStack2D::get_is_setup() const {
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return is_setup;
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}
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void SkeletonModificationStack2D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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}
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bool SkeletonModificationStack2D::get_enabled() const {
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return enabled;
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}
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void SkeletonModificationStack2D::set_strength(float p_strength) {
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ERR_FAIL_COND_MSG(p_strength < 0, "Strength cannot be less than zero!");
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ERR_FAIL_COND_MSG(p_strength > 1, "Strength cannot be more than one!");
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strength = p_strength;
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}
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float SkeletonModificationStack2D::get_strength() const {
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return strength;
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}
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void SkeletonModificationStack2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("setup"), &SkeletonModificationStack2D::setup);
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ClassDB::bind_method(D_METHOD("execute", "delta", "execution_mode"), &SkeletonModificationStack2D::execute);
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ClassDB::bind_method(D_METHOD("enable_all_modifications", "enabled"), &SkeletonModificationStack2D::enable_all_modifications);
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ClassDB::bind_method(D_METHOD("get_modification", "mod_idx"), &SkeletonModificationStack2D::get_modification);
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ClassDB::bind_method(D_METHOD("add_modification", "modification"), &SkeletonModificationStack2D::add_modification);
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ClassDB::bind_method(D_METHOD("delete_modification", "mod_idx"), &SkeletonModificationStack2D::delete_modification);
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ClassDB::bind_method(D_METHOD("set_modification", "mod_idx", "modification"), &SkeletonModificationStack2D::set_modification);
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ClassDB::bind_method(D_METHOD("set_modification_count"), &SkeletonModificationStack2D::set_modification_count);
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ClassDB::bind_method(D_METHOD("get_modification_count"), &SkeletonModificationStack2D::get_modification_count);
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ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModificationStack2D::get_is_setup);
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModificationStack2D::set_enabled);
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ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModificationStack2D::get_enabled);
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ClassDB::bind_method(D_METHOD("set_strength", "strength"), &SkeletonModificationStack2D::set_strength);
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ClassDB::bind_method(D_METHOD("get_strength"), &SkeletonModificationStack2D::get_strength);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModificationStack2D::get_skeleton);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0, 1, 0.001"), "set_strength", "get_strength");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "modification_count", PROPERTY_HINT_RANGE, "0, 100, 1"), "set_modification_count", "get_modification_count");
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}
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SkeletonModificationStack2D::SkeletonModificationStack2D() {
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}
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