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_2d_jiggle.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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2022-01-03 20:27:34 +00:00
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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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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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/* 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_2d_jiggle.h"
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2022-02-12 01:46:22 +00:00
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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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#include "scene/2d/skeleton_2d.h"
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2022-02-12 01:46:22 +00:00
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#include "scene/resources/world_2d.h"
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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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bool SkeletonModification2DJiggle::_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("joint_data/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, jiggle_data_chain.size(), false);
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if (what == "bone2d_node") {
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set_jiggle_joint_bone2d_node(which, p_value);
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} else if (what == "bone_index") {
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set_jiggle_joint_bone_index(which, p_value);
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} else if (what == "override_defaults") {
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set_jiggle_joint_override(which, p_value);
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} else if (what == "stiffness") {
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set_jiggle_joint_stiffness(which, p_value);
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} else if (what == "mass") {
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set_jiggle_joint_mass(which, p_value);
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} else if (what == "damping") {
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set_jiggle_joint_damping(which, p_value);
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} else if (what == "use_gravity") {
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set_jiggle_joint_use_gravity(which, p_value);
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} else if (what == "gravity") {
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set_jiggle_joint_gravity(which, p_value);
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}
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return true;
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} else {
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if (path == "use_colliders") {
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set_use_colliders(p_value);
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} else if (path == "collision_mask") {
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set_collision_mask(p_value);
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}
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}
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return true;
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}
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bool SkeletonModification2DJiggle::_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("joint_data/")) {
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int which = path.get_slicec('/', 1).to_int();
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String what = path.get_slicec('/', 2);
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ERR_FAIL_INDEX_V(which, jiggle_data_chain.size(), false);
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if (what == "bone2d_node") {
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r_ret = get_jiggle_joint_bone2d_node(which);
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} else if (what == "bone_index") {
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r_ret = get_jiggle_joint_bone_index(which);
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} else if (what == "override_defaults") {
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r_ret = get_jiggle_joint_override(which);
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} else if (what == "stiffness") {
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r_ret = get_jiggle_joint_stiffness(which);
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} else if (what == "mass") {
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r_ret = get_jiggle_joint_mass(which);
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} else if (what == "damping") {
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r_ret = get_jiggle_joint_damping(which);
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} else if (what == "use_gravity") {
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r_ret = get_jiggle_joint_use_gravity(which);
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} else if (what == "gravity") {
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r_ret = get_jiggle_joint_gravity(which);
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}
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return true;
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} else {
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if (path == "use_colliders") {
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r_ret = get_use_colliders();
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} else if (path == "collision_mask") {
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r_ret = get_collision_mask();
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}
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}
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return true;
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}
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void SkeletonModification2DJiggle::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::BOOL, "use_colliders", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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if (use_colliders) {
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p_list->push_back(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", PROPERTY_USAGE_DEFAULT));
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}
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for (int i = 0; i < jiggle_data_chain.size(); i++) {
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String base_string = "joint_data/" + itos(i) + "/";
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p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "override_defaults", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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if (jiggle_data_chain[i].override_defaults) {
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p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "stiffness", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "mass", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01", PROPERTY_USAGE_DEFAULT));
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p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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if (jiggle_data_chain[i].use_gravity) {
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p_list->push_back(PropertyInfo(Variant::VECTOR2, base_string + "gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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}
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}
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}
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}
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void SkeletonModification2DJiggle::_execute(float p_delta) {
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ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
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"Modification is not setup and therefore cannot execute!");
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if (!enabled) {
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return;
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}
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if (target_node_cache.is_null()) {
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WARN_PRINT_ONCE("Target cache is out of date. Attempting to update...");
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update_target_cache();
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return;
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}
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Node2D *target = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
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if (!target || !target->is_inside_tree()) {
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ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!");
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return;
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}
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for (int i = 0; i < jiggle_data_chain.size(); i++) {
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_execute_jiggle_joint(i, target, p_delta);
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}
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}
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void SkeletonModification2DJiggle::_execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta) {
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// Adopted from: https://wiki.unity3d.com/index.php/JiggleBone
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// With modifications by TwistedTwigleg.
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if (jiggle_data_chain[p_joint_idx].bone_idx <= -1 || jiggle_data_chain[p_joint_idx].bone_idx > stack->skeleton->get_bone_count()) {
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ERR_PRINT_ONCE("Jiggle joint " + itos(p_joint_idx) + " bone index is invalid. Cannot execute modification on joint...");
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return;
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}
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if (jiggle_data_chain[p_joint_idx].bone2d_node_cache.is_null() && !jiggle_data_chain[p_joint_idx].bone2d_node.is_empty()) {
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WARN_PRINT_ONCE("Bone2D cache for joint " + itos(p_joint_idx) + " is out of date. Updating...");
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jiggle_joint_update_bone2d_cache(p_joint_idx);
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}
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Bone2D *operation_bone = stack->skeleton->get_bone(jiggle_data_chain[p_joint_idx].bone_idx);
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if (!operation_bone) {
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ERR_PRINT_ONCE("Jiggle joint " + itos(p_joint_idx) + " does not have a Bone2D node or it cannot be found!");
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return;
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}
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Transform2D operation_bone_trans = operation_bone->get_global_transform();
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2021-08-14 08:16:57 +00:00
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Vector2 target_position = p_target->get_global_position();
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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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jiggle_data_chain.write[p_joint_idx].force = (target_position - jiggle_data_chain[p_joint_idx].dynamic_position) * jiggle_data_chain[p_joint_idx].stiffness * p_delta;
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|
|
|
|
if (jiggle_data_chain[p_joint_idx].use_gravity) {
|
|
|
|
jiggle_data_chain.write[p_joint_idx].force += jiggle_data_chain[p_joint_idx].gravity * p_delta;
|
|
|
|
}
|
|
|
|
|
|
|
|
jiggle_data_chain.write[p_joint_idx].acceleration = jiggle_data_chain[p_joint_idx].force / jiggle_data_chain[p_joint_idx].mass;
|
|
|
|
jiggle_data_chain.write[p_joint_idx].velocity += jiggle_data_chain[p_joint_idx].acceleration * (1 - jiggle_data_chain[p_joint_idx].damping);
|
|
|
|
|
|
|
|
jiggle_data_chain.write[p_joint_idx].dynamic_position += jiggle_data_chain[p_joint_idx].velocity + jiggle_data_chain[p_joint_idx].force;
|
|
|
|
jiggle_data_chain.write[p_joint_idx].dynamic_position += operation_bone_trans.get_origin() - jiggle_data_chain[p_joint_idx].last_position;
|
|
|
|
jiggle_data_chain.write[p_joint_idx].last_position = operation_bone_trans.get_origin();
|
|
|
|
|
|
|
|
// Collision detection/response
|
|
|
|
if (use_colliders) {
|
|
|
|
if (execution_mode == SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_physics_process) {
|
|
|
|
Ref<World2D> world_2d = stack->skeleton->get_world_2d();
|
|
|
|
ERR_FAIL_COND(world_2d.is_null());
|
|
|
|
PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
|
|
|
|
PhysicsDirectSpaceState2D::RayResult ray_result;
|
|
|
|
|
2021-11-02 01:00:58 +00:00
|
|
|
PhysicsDirectSpaceState2D::RayParameters ray_params;
|
|
|
|
ray_params.from = operation_bone_trans.get_origin();
|
|
|
|
ray_params.to = jiggle_data_chain[p_joint_idx].dynamic_position;
|
|
|
|
ray_params.collision_mask = collision_mask;
|
|
|
|
|
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
|
|
|
// Add exception support?
|
2021-11-02 01:00:58 +00:00
|
|
|
bool ray_hit = space_state->intersect_ray(ray_params, ray_result);
|
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
|
|
|
|
|
|
|
if (ray_hit) {
|
|
|
|
jiggle_data_chain.write[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;
|
|
|
|
jiggle_data_chain.write[p_joint_idx].acceleration = Vector2(0, 0);
|
|
|
|
jiggle_data_chain.write[p_joint_idx].velocity = Vector2(0, 0);
|
|
|
|
} else {
|
|
|
|
jiggle_data_chain.write[p_joint_idx].last_noncollision_position = jiggle_data_chain[p_joint_idx].dynamic_position;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
WARN_PRINT_ONCE("Jiggle 2D modifier: You cannot detect colliders without the stack mode being set to _physics_process!");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Rotate the bone using the dynamic position!
|
|
|
|
operation_bone_trans = operation_bone_trans.looking_at(jiggle_data_chain[p_joint_idx].dynamic_position);
|
|
|
|
operation_bone_trans.set_rotation(operation_bone_trans.get_rotation() - operation_bone->get_bone_angle());
|
|
|
|
|
|
|
|
// Reset scale
|
2021-08-14 08:16:57 +00:00
|
|
|
operation_bone_trans.set_scale(operation_bone->get_global_scale());
|
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
|
|
|
|
|
|
|
operation_bone->set_global_transform(operation_bone_trans);
|
|
|
|
stack->skeleton->set_bone_local_pose_override(jiggle_data_chain[p_joint_idx].bone_idx, operation_bone->get_transform(), stack->strength, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::_update_jiggle_joint_data() {
|
|
|
|
for (int i = 0; i < jiggle_data_chain.size(); i++) {
|
|
|
|
if (!jiggle_data_chain[i].override_defaults) {
|
|
|
|
set_jiggle_joint_stiffness(i, stiffness);
|
|
|
|
set_jiggle_joint_mass(i, mass);
|
|
|
|
set_jiggle_joint_damping(i, damping);
|
|
|
|
set_jiggle_joint_use_gravity(i, use_gravity);
|
|
|
|
set_jiggle_joint_gravity(i, gravity);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::_setup_modification(SkeletonModificationStack2D *p_stack) {
|
|
|
|
stack = p_stack;
|
|
|
|
|
|
|
|
if (stack) {
|
|
|
|
is_setup = true;
|
|
|
|
|
|
|
|
if (stack->skeleton) {
|
|
|
|
for (int i = 0; i < jiggle_data_chain.size(); i++) {
|
|
|
|
int bone_idx = jiggle_data_chain[i].bone_idx;
|
|
|
|
if (bone_idx > 0 && bone_idx < stack->skeleton->get_bone_count()) {
|
|
|
|
Bone2D *bone2d_node = stack->skeleton->get_bone(bone_idx);
|
2021-08-14 08:16:57 +00:00
|
|
|
jiggle_data_chain.write[i].dynamic_position = bone2d_node->get_global_position();
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
update_target_cache();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::update_target_cache() {
|
|
|
|
if (!is_setup || !stack) {
|
|
|
|
ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
target_node_cache = ObjectID();
|
|
|
|
if (stack->skeleton) {
|
|
|
|
if (stack->skeleton->is_inside_tree()) {
|
|
|
|
if (stack->skeleton->has_node(target_node)) {
|
|
|
|
Node *node = stack->skeleton->get_node(target_node);
|
|
|
|
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
|
|
|
|
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
|
|
|
|
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
|
|
|
|
"Cannot update target cache: node is not in scene tree!");
|
|
|
|
target_node_cache = node->get_instance_id();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::jiggle_joint_update_bone2d_cache(int p_joint_idx) {
|
|
|
|
ERR_FAIL_INDEX_MSG(p_joint_idx, jiggle_data_chain.size(), "Cannot update bone2d cache: joint index out of range!");
|
|
|
|
if (!is_setup || !stack) {
|
|
|
|
ERR_PRINT_ONCE("Cannot update Jiggle " + itos(p_joint_idx) + " Bone2D cache: modification is not properly setup!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
jiggle_data_chain.write[p_joint_idx].bone2d_node_cache = ObjectID();
|
|
|
|
if (stack->skeleton) {
|
|
|
|
if (stack->skeleton->is_inside_tree()) {
|
|
|
|
if (stack->skeleton->has_node(jiggle_data_chain[p_joint_idx].bone2d_node)) {
|
|
|
|
Node *node = stack->skeleton->get_node(jiggle_data_chain[p_joint_idx].bone2d_node);
|
|
|
|
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
|
|
|
|
"Cannot update Jiggle joint " + itos(p_joint_idx) + " Bone2D cache: node is this modification's skeleton or cannot be found!");
|
|
|
|
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
|
|
|
|
"Cannot update Jiggle joint " + itos(p_joint_idx) + " Bone2D cache: node is not in scene tree!");
|
|
|
|
jiggle_data_chain.write[p_joint_idx].bone2d_node_cache = node->get_instance_id();
|
|
|
|
|
|
|
|
Bone2D *bone = Object::cast_to<Bone2D>(node);
|
|
|
|
if (bone) {
|
|
|
|
jiggle_data_chain.write[p_joint_idx].bone_idx = bone->get_index_in_skeleton();
|
|
|
|
} else {
|
|
|
|
ERR_FAIL_MSG("Jiggle joint " + itos(p_joint_idx) + " Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_target_node(const NodePath &p_target_node) {
|
|
|
|
target_node = p_target_node;
|
|
|
|
update_target_cache();
|
|
|
|
}
|
|
|
|
|
|
|
|
NodePath SkeletonModification2DJiggle::get_target_node() const {
|
|
|
|
return target_node;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_stiffness(float p_stiffness) {
|
|
|
|
ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
|
|
|
|
stiffness = p_stiffness;
|
|
|
|
_update_jiggle_joint_data();
|
|
|
|
}
|
|
|
|
|
|
|
|
float SkeletonModification2DJiggle::get_stiffness() const {
|
|
|
|
return stiffness;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_mass(float p_mass) {
|
|
|
|
ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
|
|
|
|
mass = p_mass;
|
|
|
|
_update_jiggle_joint_data();
|
|
|
|
}
|
|
|
|
|
|
|
|
float SkeletonModification2DJiggle::get_mass() const {
|
|
|
|
return mass;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_damping(float p_damping) {
|
|
|
|
ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
|
|
|
|
ERR_FAIL_COND_MSG(p_damping > 1, "Damping cannot be more than one!");
|
|
|
|
damping = p_damping;
|
|
|
|
_update_jiggle_joint_data();
|
|
|
|
}
|
|
|
|
|
|
|
|
float SkeletonModification2DJiggle::get_damping() const {
|
|
|
|
return damping;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_use_gravity(bool p_use_gravity) {
|
|
|
|
use_gravity = p_use_gravity;
|
|
|
|
_update_jiggle_joint_data();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SkeletonModification2DJiggle::get_use_gravity() const {
|
|
|
|
return use_gravity;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_gravity(Vector2 p_gravity) {
|
|
|
|
gravity = p_gravity;
|
|
|
|
_update_jiggle_joint_data();
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector2 SkeletonModification2DJiggle::get_gravity() const {
|
|
|
|
return gravity;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_use_colliders(bool p_use_colliders) {
|
|
|
|
use_colliders = p_use_colliders;
|
|
|
|
notify_property_list_changed();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SkeletonModification2DJiggle::get_use_colliders() const {
|
|
|
|
return use_colliders;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_collision_mask(int p_mask) {
|
|
|
|
collision_mask = p_mask;
|
|
|
|
}
|
|
|
|
|
|
|
|
int SkeletonModification2DJiggle::get_collision_mask() const {
|
|
|
|
return collision_mask;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Jiggle joint data functions
|
|
|
|
int SkeletonModification2DJiggle::get_jiggle_data_chain_length() {
|
|
|
|
return jiggle_data_chain.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_jiggle_data_chain_length(int p_length) {
|
|
|
|
ERR_FAIL_COND(p_length < 0);
|
|
|
|
jiggle_data_chain.resize(p_length);
|
|
|
|
notify_property_list_changed();
|
|
|
|
}
|
|
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|
void SkeletonModification2DJiggle::set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, jiggle_data_chain.size(), "Jiggle joint out of range!");
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|
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|
jiggle_data_chain.write[p_joint_idx].bone2d_node = p_target_node;
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|
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|
jiggle_joint_update_bone2d_cache(p_joint_idx);
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|
notify_property_list_changed();
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|
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|
}
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|
NodePath SkeletonModification2DJiggle::get_jiggle_joint_bone2d_node(int p_joint_idx) const {
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|
ERR_FAIL_INDEX_V_MSG(p_joint_idx, jiggle_data_chain.size(), NodePath(), "Jiggle joint out of range!");
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|
return jiggle_data_chain[p_joint_idx].bone2d_node;
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|
}
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void SkeletonModification2DJiggle::set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, jiggle_data_chain.size(), "Jiggle joint out of range!");
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|
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
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|
if (is_setup) {
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|
if (stack->skeleton) {
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ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
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|
jiggle_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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jiggle_data_chain.write[p_joint_idx].bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
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jiggle_data_chain.write[p_joint_idx].bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
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|
} else {
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WARN_PRINT("Cannot verify the Jiggle joint " + itos(p_joint_idx) + " bone index for this modification...");
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|
jiggle_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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|
}
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} else {
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|
WARN_PRINT("Cannot verify the Jiggle joint " + itos(p_joint_idx) + " bone index for this modification...");
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|
jiggle_data_chain.write[p_joint_idx].bone_idx = p_bone_idx;
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|
}
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|
notify_property_list_changed();
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|
|
}
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|
|
int SkeletonModification2DJiggle::get_jiggle_joint_bone_index(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, jiggle_data_chain.size(), -1, "Jiggle joint out of range!");
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|
return jiggle_data_chain[p_joint_idx].bone_idx;
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|
}
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void SkeletonModification2DJiggle::set_jiggle_joint_override(int p_joint_idx, bool p_override) {
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ERR_FAIL_INDEX(p_joint_idx, jiggle_data_chain.size());
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|
jiggle_data_chain.write[p_joint_idx].override_defaults = p_override;
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|
_update_jiggle_joint_data();
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|
|
notify_property_list_changed();
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|
|
}
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|
|
bool SkeletonModification2DJiggle::get_jiggle_joint_override(int p_joint_idx) const {
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|
ERR_FAIL_INDEX_V(p_joint_idx, jiggle_data_chain.size(), false);
|
|
|
|
return jiggle_data_chain[p_joint_idx].override_defaults;
|
|
|
|
}
|
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|
|
void SkeletonModification2DJiggle::set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness) {
|
|
|
|
ERR_FAIL_COND_MSG(p_stiffness < 0, "Stiffness cannot be set to a negative value!");
|
|
|
|
ERR_FAIL_INDEX(p_joint_idx, jiggle_data_chain.size());
|
|
|
|
jiggle_data_chain.write[p_joint_idx].stiffness = p_stiffness;
|
|
|
|
}
|
|
|
|
|
|
|
|
float SkeletonModification2DJiggle::get_jiggle_joint_stiffness(int p_joint_idx) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_joint_idx, jiggle_data_chain.size(), -1);
|
|
|
|
return jiggle_data_chain[p_joint_idx].stiffness;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_jiggle_joint_mass(int p_joint_idx, float p_mass) {
|
|
|
|
ERR_FAIL_COND_MSG(p_mass < 0, "Mass cannot be set to a negative value!");
|
|
|
|
ERR_FAIL_INDEX(p_joint_idx, jiggle_data_chain.size());
|
|
|
|
jiggle_data_chain.write[p_joint_idx].mass = p_mass;
|
|
|
|
}
|
|
|
|
|
|
|
|
float SkeletonModification2DJiggle::get_jiggle_joint_mass(int p_joint_idx) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_joint_idx, jiggle_data_chain.size(), -1);
|
|
|
|
return jiggle_data_chain[p_joint_idx].mass;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_jiggle_joint_damping(int p_joint_idx, float p_damping) {
|
|
|
|
ERR_FAIL_COND_MSG(p_damping < 0, "Damping cannot be set to a negative value!");
|
|
|
|
ERR_FAIL_INDEX(p_joint_idx, jiggle_data_chain.size());
|
|
|
|
jiggle_data_chain.write[p_joint_idx].damping = p_damping;
|
|
|
|
}
|
|
|
|
|
|
|
|
float SkeletonModification2DJiggle::get_jiggle_joint_damping(int p_joint_idx) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_joint_idx, jiggle_data_chain.size(), -1);
|
|
|
|
return jiggle_data_chain[p_joint_idx].damping;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity) {
|
|
|
|
ERR_FAIL_INDEX(p_joint_idx, jiggle_data_chain.size());
|
|
|
|
jiggle_data_chain.write[p_joint_idx].use_gravity = p_use_gravity;
|
|
|
|
notify_property_list_changed();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SkeletonModification2DJiggle::get_jiggle_joint_use_gravity(int p_joint_idx) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_joint_idx, jiggle_data_chain.size(), false);
|
|
|
|
return jiggle_data_chain[p_joint_idx].use_gravity;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity) {
|
|
|
|
ERR_FAIL_INDEX(p_joint_idx, jiggle_data_chain.size());
|
|
|
|
jiggle_data_chain.write[p_joint_idx].gravity = p_gravity;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector2 SkeletonModification2DJiggle::get_jiggle_joint_gravity(int p_joint_idx) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_joint_idx, jiggle_data_chain.size(), Vector2(0, 0));
|
|
|
|
return jiggle_data_chain[p_joint_idx].gravity;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkeletonModification2DJiggle::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DJiggle::set_target_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DJiggle::get_target_node);
|
|
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_data_chain_length", "length"), &SkeletonModification2DJiggle::set_jiggle_data_chain_length);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_data_chain_length"), &SkeletonModification2DJiggle::get_jiggle_data_chain_length);
|
|
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &SkeletonModification2DJiggle::set_stiffness);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_stiffness"), &SkeletonModification2DJiggle::get_stiffness);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &SkeletonModification2DJiggle::set_mass);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_mass"), &SkeletonModification2DJiggle::get_mass);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_damping", "damping"), &SkeletonModification2DJiggle::set_damping);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_damping"), &SkeletonModification2DJiggle::get_damping);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_gravity", "use_gravity"), &SkeletonModification2DJiggle::set_use_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_use_gravity"), &SkeletonModification2DJiggle::get_use_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &SkeletonModification2DJiggle::set_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_gravity"), &SkeletonModification2DJiggle::get_gravity);
|
|
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_colliders", "use_colliders"), &SkeletonModification2DJiggle::set_use_colliders);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_use_colliders"), &SkeletonModification2DJiggle::get_use_colliders);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SkeletonModification2DJiggle::set_collision_mask);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SkeletonModification2DJiggle::get_collision_mask);
|
|
|
|
|
|
|
|
// Jiggle joint data functions
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone2d_node", "joint_idx", "bone2d_node"), &SkeletonModification2DJiggle::set_jiggle_joint_bone2d_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone2d_node", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_bone2d_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_bone_index", "joint_idx", "bone_idx"), &SkeletonModification2DJiggle::set_jiggle_joint_bone_index);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_bone_index", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_bone_index);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_override", "joint_idx", "override"), &SkeletonModification2DJiggle::set_jiggle_joint_override);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_override", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_override);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_stiffness", "joint_idx", "stiffness"), &SkeletonModification2DJiggle::set_jiggle_joint_stiffness);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_stiffness", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_stiffness);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_mass", "joint_idx", "mass"), &SkeletonModification2DJiggle::set_jiggle_joint_mass);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_mass", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_mass);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_damping", "joint_idx", "damping"), &SkeletonModification2DJiggle::set_jiggle_joint_damping);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_damping", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_damping);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_use_gravity", "joint_idx", "use_gravity"), &SkeletonModification2DJiggle::set_jiggle_joint_use_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_use_gravity", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_use_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_jiggle_joint_gravity", "joint_idx", "gravity"), &SkeletonModification2DJiggle::set_jiggle_joint_gravity);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jiggle_joint_gravity", "joint_idx"), &SkeletonModification2DJiggle::get_jiggle_joint_gravity);
|
|
|
|
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "jiggle_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_jiggle_data_chain_length", "get_jiggle_data_chain_length");
|
|
|
|
ADD_GROUP("Default Joint Settings", "");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness"), "set_stiffness", "get_stiffness");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass"), "set_mass", "get_mass");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01"), "set_damping", "get_damping");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_gravity"), "set_use_gravity", "get_use_gravity");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity"), "set_gravity", "get_gravity");
|
|
|
|
ADD_GROUP("", "");
|
|
|
|
}
|
|
|
|
|
|
|
|
SkeletonModification2DJiggle::SkeletonModification2DJiggle() {
|
|
|
|
stack = nullptr;
|
|
|
|
is_setup = false;
|
|
|
|
jiggle_data_chain = Vector<Jiggle_Joint_Data2D>();
|
|
|
|
stiffness = 3;
|
|
|
|
mass = 0.75;
|
|
|
|
damping = 0.75;
|
|
|
|
use_gravity = false;
|
|
|
|
gravity = Vector2(0, 6.0);
|
|
|
|
enabled = true;
|
|
|
|
editor_draw_gizmo = false; // Nothing to really show in a gizmo right now.
|
|
|
|
}
|
|
|
|
|
|
|
|
SkeletonModification2DJiggle::~SkeletonModification2DJiggle() {
|
|
|
|
}
|