godot/scene/resources/skeleton_modification_2d_physicalbones.cpp

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/**************************************************************************/
/* skeleton_modification_2d_physicalbones.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/**************************************************************************/
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 18:02:24 +00:00
#include "skeleton_modification_2d_physicalbones.h"
#include "scene/2d/physical_bone_2d.h"
#include "scene/2d/skeleton_2d.h"
bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
#ifdef TOOLS_ENABLED
// Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor.
if (is_setup) {
if (Engine::get_singleton()->is_editor_hint()) {
if (path.begins_with("fetch_bones")) {
fetch_physical_bones();
notify_property_list_changed();
return true;
}
}
}
#endif //TOOLS_ENABLED
if (path.begins_with("joint_")) {
int which = path.get_slicec('_', 1).to_int();
String what = path.get_slicec('_', 2);
ERR_FAIL_INDEX_V(which, physical_bone_chain.size(), false);
if (what == "nodepath") {
set_physical_bone_node(which, p_value);
}
return true;
}
return true;
}
bool SkeletonModification2DPhysicalBones::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (path.begins_with("fetch_bones")) {
return true; // Do nothing!
}
}
#endif //TOOLS_ENABLED
if (path.begins_with("joint_")) {
int which = path.get_slicec('_', 1).to_int();
String what = path.get_slicec('_', 2);
ERR_FAIL_INDEX_V(which, physical_bone_chain.size(), false);
if (what == "nodepath") {
r_ret = get_physical_bone_node(which);
}
return true;
}
return true;
}
void SkeletonModification2DPhysicalBones::_get_property_list(List<PropertyInfo> *p_list) const {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
p_list->push_back(PropertyInfo(Variant::BOOL, "fetch_bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#endif //TOOLS_ENABLED
for (int i = 0; i < physical_bone_chain.size(); i++) {
String base_string = "joint_" + itos(i) + "_";
p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicalBone2D", PROPERTY_USAGE_DEFAULT));
}
}
void SkeletonModification2DPhysicalBones::_execute(float p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (!enabled) {
return;
}
if (_simulation_state_dirty) {
_update_simulation_state();
}
for (int i = 0; i < physical_bone_chain.size(); i++) {
PhysicalBone_Data2D bone_data = physical_bone_chain[i];
if (bone_data.physical_bone_node_cache.is_null()) {
WARN_PRINT_ONCE("PhysicalBone2D cache " + itos(i) + " is out of date. Attempting to update...");
_physical_bone_update_cache(i);
continue;
}
PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(bone_data.physical_bone_node_cache));
if (!physical_bone) {
ERR_PRINT_ONCE("PhysicalBone2D not found at index " + itos(i) + "!");
return;
}
if (physical_bone->get_bone2d_index() < 0 || physical_bone->get_bone2d_index() > stack->skeleton->get_bone_count()) {
ERR_PRINT_ONCE("PhysicalBone2D at index " + itos(i) + " has invalid Bone2D!");
return;
}
Bone2D *bone_2d = stack->skeleton->get_bone(physical_bone->get_bone2d_index());
if (physical_bone->get_simulate_physics() && !physical_bone->get_follow_bone_when_simulating()) {
bone_2d->set_global_transform(physical_bone->get_global_transform());
stack->skeleton->set_bone_local_pose_override(physical_bone->get_bone2d_index(), bone_2d->get_transform(), stack->strength, true);
}
}
}
void SkeletonModification2DPhysicalBones::_setup_modification(SkeletonModificationStack2D *p_stack) {
stack = p_stack;
if (stack) {
is_setup = true;
if (stack->skeleton) {
for (int i = 0; i < physical_bone_chain.size(); i++) {
_physical_bone_update_cache(i);
}
}
}
}
void SkeletonModification2DPhysicalBones::_physical_bone_update_cache(int p_joint_idx) {
ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Cannot update PhysicalBone2D cache: joint index out of range!");
if (!is_setup || !stack) {
if (!stack) {
ERR_PRINT_ONCE("Cannot update PhysicalBone2D cache: modification is not properly setup!");
}
return;
}
physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(physical_bone_chain[p_joint_idx].physical_bone_node)) {
Node *node = stack->skeleton->get_node(physical_bone_chain[p_joint_idx].physical_bone_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is not in scene tree!");
physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = node->get_instance_id();
}
}
}
}
int SkeletonModification2DPhysicalBones::get_physical_bone_chain_length() {
return physical_bone_chain.size();
}
void SkeletonModification2DPhysicalBones::set_physical_bone_chain_length(int p_length) {
ERR_FAIL_COND(p_length < 0);
physical_bone_chain.resize(p_length);
notify_property_list_changed();
}
void SkeletonModification2DPhysicalBones::fetch_physical_bones() {
ERR_FAIL_NULL_MSG(stack, "No modification stack found! Cannot fetch physical bones!");
ERR_FAIL_NULL_MSG(stack->skeleton, "No skeleton found! Cannot fetch physical bones!");
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
physical_bone_chain.clear();
List<Node *> node_queue = List<Node *>();
node_queue.push_back(stack->skeleton);
while (node_queue.size() > 0) {
Node *node_to_process = node_queue[0];
node_queue.pop_front();
if (node_to_process != nullptr) {
PhysicalBone2D *potential_bone = Object::cast_to<PhysicalBone2D>(node_to_process);
if (potential_bone) {
PhysicalBone_Data2D new_data = PhysicalBone_Data2D();
new_data.physical_bone_node = stack->skeleton->get_path_to(potential_bone);
new_data.physical_bone_node_cache = potential_bone->get_instance_id();
physical_bone_chain.push_back(new_data);
}
for (int i = 0; i < node_to_process->get_child_count(); i++) {
node_queue.push_back(node_to_process->get_child(i));
}
}
}
}
void SkeletonModification2DPhysicalBones::start_simulation(const TypedArray<StringName> &p_bones) {
_simulation_state_dirty = true;
_simulation_state_dirty_names = p_bones;
_simulation_state_dirty_process = true;
if (is_setup) {
_update_simulation_state();
}
}
void SkeletonModification2DPhysicalBones::stop_simulation(const TypedArray<StringName> &p_bones) {
_simulation_state_dirty = true;
_simulation_state_dirty_names = p_bones;
_simulation_state_dirty_process = false;
if (is_setup) {
_update_simulation_state();
}
}
void SkeletonModification2DPhysicalBones::_update_simulation_state() {
if (!_simulation_state_dirty) {
return;
}
_simulation_state_dirty = false;
if (_simulation_state_dirty_names.size() <= 0) {
for (int i = 0; i < physical_bone_chain.size(); i++) {
PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(stack->skeleton->get_node(physical_bone_chain[i].physical_bone_node));
if (!physical_bone) {
continue;
}
physical_bone->set_simulate_physics(_simulation_state_dirty_process);
}
} else {
for (int i = 0; i < physical_bone_chain.size(); i++) {
PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(physical_bone_chain[i].physical_bone_node_cache));
if (!physical_bone) {
continue;
}
if (_simulation_state_dirty_names.has(physical_bone->get_name())) {
physical_bone->set_simulate_physics(_simulation_state_dirty_process);
}
}
}
}
void SkeletonModification2DPhysicalBones::set_physical_bone_node(int p_joint_idx, const NodePath &p_nodepath) {
ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Joint index out of range!");
physical_bone_chain.write[p_joint_idx].physical_bone_node = p_nodepath;
_physical_bone_update_cache(p_joint_idx);
}
NodePath SkeletonModification2DPhysicalBones::get_physical_bone_node(int p_joint_idx) const {
ERR_FAIL_INDEX_V_MSG(p_joint_idx, physical_bone_chain.size(), NodePath(), "Joint index out of range!");
return physical_bone_chain[p_joint_idx].physical_bone_node;
}
void SkeletonModification2DPhysicalBones::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_physical_bone_chain_length", "length"), &SkeletonModification2DPhysicalBones::set_physical_bone_chain_length);
ClassDB::bind_method(D_METHOD("get_physical_bone_chain_length"), &SkeletonModification2DPhysicalBones::get_physical_bone_chain_length);
ClassDB::bind_method(D_METHOD("set_physical_bone_node", "joint_idx", "physicalbone2d_node"), &SkeletonModification2DPhysicalBones::set_physical_bone_node);
ClassDB::bind_method(D_METHOD("get_physical_bone_node", "joint_idx"), &SkeletonModification2DPhysicalBones::get_physical_bone_node);
ClassDB::bind_method(D_METHOD("fetch_physical_bones"), &SkeletonModification2DPhysicalBones::fetch_physical_bones);
ClassDB::bind_method(D_METHOD("start_simulation", "bones"), &SkeletonModification2DPhysicalBones::start_simulation, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("stop_simulation", "bones"), &SkeletonModification2DPhysicalBones::stop_simulation, DEFVAL(Array()));
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");
}
SkeletonModification2DPhysicalBones::SkeletonModification2DPhysicalBones() {
stack = nullptr;
is_setup = false;
physical_bone_chain = Vector<PhysicalBone_Data2D>();
enabled = true;
editor_draw_gizmo = false; // Nothing to really show in a gizmo right now.
}
SkeletonModification2DPhysicalBones::~SkeletonModification2DPhysicalBones() {
}