2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* skeleton_modification_2d_physicalbones.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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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 "skeleton_modification_2d_physicalbones.h"
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#include "scene/2d/physical_bone_2d.h"
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#include "scene/2d/skeleton_2d.h"
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bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const Variant &p_value) {
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String path = p_path;
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#ifdef TOOLS_ENABLED
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// Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor.
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if (is_setup) {
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if (Engine::get_singleton()->is_editor_hint()) {
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if (path.begins_with("fetch_bones")) {
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fetch_physical_bones();
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notify_property_list_changed();
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return true;
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}
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}
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}
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#endif //TOOLS_ENABLED
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if (path.begins_with("joint_")) {
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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, physical_bone_chain.size(), false);
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if (what == "nodepath") {
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set_physical_bone_node(which, p_value);
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}
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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 SkeletonModification2DPhysicalBones::_get(const StringName &p_path, Variant &r_ret) const {
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String path = p_path;
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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if (path.begins_with("fetch_bones")) {
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return true; // Do nothing!
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}
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}
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#endif //TOOLS_ENABLED
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if (path.begins_with("joint_")) {
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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, physical_bone_chain.size(), false);
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if (what == "nodepath") {
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r_ret = get_physical_bone_node(which);
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}
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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 SkeletonModification2DPhysicalBones::_get_property_list(List<PropertyInfo> *p_list) const {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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p_list->push_back(PropertyInfo(Variant::BOOL, "fetch_bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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}
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#endif //TOOLS_ENABLED
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for (int i = 0; i < physical_bone_chain.size(); i++) {
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String base_string = "joint_" + itos(i) + "_";
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p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicalBone2D", PROPERTY_USAGE_DEFAULT));
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}
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}
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void SkeletonModification2DPhysicalBones::_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 (_simulation_state_dirty) {
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_update_simulation_state();
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}
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for (int i = 0; i < physical_bone_chain.size(); i++) {
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PhysicalBone_Data2D bone_data = physical_bone_chain[i];
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if (bone_data.physical_bone_node_cache.is_null()) {
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WARN_PRINT_ONCE("PhysicalBone2D cache " + itos(i) + " is out of date. Attempting to update...");
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_physical_bone_update_cache(i);
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continue;
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}
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PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(bone_data.physical_bone_node_cache));
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if (!physical_bone) {
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ERR_PRINT_ONCE("PhysicalBone2D not found at index " + itos(i) + "!");
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return;
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}
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if (physical_bone->get_bone2d_index() < 0 || physical_bone->get_bone2d_index() > stack->skeleton->get_bone_count()) {
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ERR_PRINT_ONCE("PhysicalBone2D at index " + itos(i) + " has invalid Bone2D!");
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return;
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}
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Bone2D *bone_2d = stack->skeleton->get_bone(physical_bone->get_bone2d_index());
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if (physical_bone->get_simulate_physics() && !physical_bone->get_follow_bone_when_simulating()) {
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bone_2d->set_global_transform(physical_bone->get_global_transform());
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stack->skeleton->set_bone_local_pose_override(physical_bone->get_bone2d_index(), bone_2d->get_transform(), stack->strength, true);
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}
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}
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}
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void SkeletonModification2DPhysicalBones::_setup_modification(SkeletonModificationStack2D *p_stack) {
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stack = p_stack;
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if (stack) {
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is_setup = true;
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if (stack->skeleton) {
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for (int i = 0; i < physical_bone_chain.size(); i++) {
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_physical_bone_update_cache(i);
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}
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}
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}
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}
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void SkeletonModification2DPhysicalBones::_physical_bone_update_cache(int p_joint_idx) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Cannot update PhysicalBone2D cache: joint index out of range!");
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if (!is_setup || !stack) {
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if (!stack) {
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ERR_PRINT_ONCE("Cannot update PhysicalBone2D cache: modification is not properly setup!");
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}
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return;
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}
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physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = ObjectID();
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if (stack->skeleton) {
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if (stack->skeleton->is_inside_tree()) {
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if (stack->skeleton->has_node(physical_bone_chain[p_joint_idx].physical_bone_node)) {
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Node *node = stack->skeleton->get_node(physical_bone_chain[p_joint_idx].physical_bone_node);
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ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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"Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is this modification's skeleton or cannot be found!");
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ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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"Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is not in scene tree!");
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physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = node->get_instance_id();
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}
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}
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}
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}
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int SkeletonModification2DPhysicalBones::get_physical_bone_chain_length() {
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return physical_bone_chain.size();
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}
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void SkeletonModification2DPhysicalBones::set_physical_bone_chain_length(int p_length) {
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ERR_FAIL_COND(p_length < 0);
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physical_bone_chain.resize(p_length);
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notify_property_list_changed();
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}
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void SkeletonModification2DPhysicalBones::fetch_physical_bones() {
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2023-06-06 12:59:54 +00:00
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ERR_FAIL_NULL_MSG(stack, "No modification stack found! Cannot fetch physical bones!");
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2023-09-28 09:40:18 +00:00
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ERR_FAIL_NULL_MSG(stack->skeleton, "No skeleton found! Cannot fetch physical bones!");
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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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physical_bone_chain.clear();
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List<Node *> node_queue = List<Node *>();
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node_queue.push_back(stack->skeleton);
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while (node_queue.size() > 0) {
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Node *node_to_process = node_queue[0];
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node_queue.pop_front();
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if (node_to_process != nullptr) {
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PhysicalBone2D *potential_bone = Object::cast_to<PhysicalBone2D>(node_to_process);
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if (potential_bone) {
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PhysicalBone_Data2D new_data = PhysicalBone_Data2D();
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new_data.physical_bone_node = stack->skeleton->get_path_to(potential_bone);
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new_data.physical_bone_node_cache = potential_bone->get_instance_id();
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physical_bone_chain.push_back(new_data);
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}
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for (int i = 0; i < node_to_process->get_child_count(); i++) {
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node_queue.push_back(node_to_process->get_child(i));
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}
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}
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}
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}
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void SkeletonModification2DPhysicalBones::start_simulation(const TypedArray<StringName> &p_bones) {
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_simulation_state_dirty = true;
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_simulation_state_dirty_names = p_bones;
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_simulation_state_dirty_process = true;
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if (is_setup) {
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_update_simulation_state();
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}
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}
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void SkeletonModification2DPhysicalBones::stop_simulation(const TypedArray<StringName> &p_bones) {
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_simulation_state_dirty = true;
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_simulation_state_dirty_names = p_bones;
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_simulation_state_dirty_process = false;
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if (is_setup) {
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_update_simulation_state();
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}
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}
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void SkeletonModification2DPhysicalBones::_update_simulation_state() {
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if (!_simulation_state_dirty) {
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return;
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}
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_simulation_state_dirty = false;
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if (_simulation_state_dirty_names.size() <= 0) {
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for (int i = 0; i < physical_bone_chain.size(); i++) {
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PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(stack->skeleton->get_node(physical_bone_chain[i].physical_bone_node));
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if (!physical_bone) {
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continue;
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}
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physical_bone->set_simulate_physics(_simulation_state_dirty_process);
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}
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} else {
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for (int i = 0; i < physical_bone_chain.size(); i++) {
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PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(physical_bone_chain[i].physical_bone_node_cache));
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if (!physical_bone) {
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continue;
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}
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if (_simulation_state_dirty_names.has(physical_bone->get_name())) {
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physical_bone->set_simulate_physics(_simulation_state_dirty_process);
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}
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}
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}
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}
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void SkeletonModification2DPhysicalBones::set_physical_bone_node(int p_joint_idx, const NodePath &p_nodepath) {
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ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Joint index out of range!");
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physical_bone_chain.write[p_joint_idx].physical_bone_node = p_nodepath;
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_physical_bone_update_cache(p_joint_idx);
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}
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NodePath SkeletonModification2DPhysicalBones::get_physical_bone_node(int p_joint_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_joint_idx, physical_bone_chain.size(), NodePath(), "Joint index out of range!");
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return physical_bone_chain[p_joint_idx].physical_bone_node;
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}
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void SkeletonModification2DPhysicalBones::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_physical_bone_chain_length", "length"), &SkeletonModification2DPhysicalBones::set_physical_bone_chain_length);
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ClassDB::bind_method(D_METHOD("get_physical_bone_chain_length"), &SkeletonModification2DPhysicalBones::get_physical_bone_chain_length);
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ClassDB::bind_method(D_METHOD("set_physical_bone_node", "joint_idx", "physicalbone2d_node"), &SkeletonModification2DPhysicalBones::set_physical_bone_node);
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ClassDB::bind_method(D_METHOD("get_physical_bone_node", "joint_idx"), &SkeletonModification2DPhysicalBones::get_physical_bone_node);
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ClassDB::bind_method(D_METHOD("fetch_physical_bones"), &SkeletonModification2DPhysicalBones::fetch_physical_bones);
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ClassDB::bind_method(D_METHOD("start_simulation", "bones"), &SkeletonModification2DPhysicalBones::start_simulation, DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("stop_simulation", "bones"), &SkeletonModification2DPhysicalBones::stop_simulation, DEFVAL(Array()));
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ADD_PROPERTY(PropertyInfo(Variant::INT, "physical_bone_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_physical_bone_chain_length", "get_physical_bone_chain_length");
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}
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SkeletonModification2DPhysicalBones::SkeletonModification2DPhysicalBones() {
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stack = nullptr;
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is_setup = false;
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physical_bone_chain = Vector<PhysicalBone_Data2D>();
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enabled = true;
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editor_draw_gizmo = false; // Nothing to really show in a gizmo right now.
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}
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SkeletonModification2DPhysicalBones::~SkeletonModification2DPhysicalBones() {
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}
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