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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
/*************************************************************************/
/* skeleton_modification_2d_lookat.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "skeleton_modification_2d_lookat.h"
#include "scene/2d/skeleton_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif // TOOLS_ENABLED
bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("enable_constraint")) {
set_enable_constraint(p_value);
} else if (path.begins_with("constraint_angle_min")) {
set_constraint_angle_min(Math::deg2rad(float(p_value)));
} else if (path.begins_with("constraint_angle_max")) {
set_constraint_angle_max(Math::deg2rad(float(p_value)));
} else if (path.begins_with("constraint_angle_invert")) {
set_constraint_angle_invert(p_value);
} else if (path.begins_with("constraint_in_localspace")) {
set_constraint_in_localspace(p_value);
} else if (path.begins_with("additional_rotation")) {
set_additional_rotation(Math::deg2rad(float(p_value)));
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor/draw_gizmo")) {
set_editor_draw_gizmo(p_value);
}
#endif // TOOLS_ENABLED
return true;
}
bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("enable_constraint")) {
r_ret = get_enable_constraint();
} else if (path.begins_with("constraint_angle_min")) {
r_ret = Math::rad2deg(get_constraint_angle_min());
} else if (path.begins_with("constraint_angle_max")) {
r_ret = Math::rad2deg(get_constraint_angle_max());
} else if (path.begins_with("constraint_angle_invert")) {
r_ret = get_constraint_angle_invert();
} else if (path.begins_with("constraint_in_localspace")) {
r_ret = get_constraint_in_localspace();
} else if (path.begins_with("additional_rotation")) {
r_ret = Math::rad2deg(get_additional_rotation());
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor/draw_gizmo")) {
r_ret = get_editor_draw_gizmo();
}
#endif // TOOLS_ENABLED
return true;
}
void SkeletonModification2DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, "enable_constraint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (enable_constraint) {
p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_min", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_max", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_angle_invert", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_in_localspace", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
p_list->push_back(PropertyInfo(Variant::FLOAT, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
p_list->push_back(PropertyInfo(Variant::BOOL, "editor/draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#endif // TOOLS_ENABLED
}
void SkeletonModification2DLookAt::_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 (target_node_cache.is_null()) {
WARN_PRINT_ONCE("Target cache is out of date. Attempting to update...");
update_target_cache();
return;
}
if (bone2d_node_cache.is_null() && !bone2d_node.is_empty()) {
update_bone2d_cache();
WARN_PRINT_ONCE("Bone2D node cache is out of date. Attempting to update...");
return;
}
if (target_node_reference == nullptr) {
target_node_reference = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
}
if (!target_node_reference || !target_node_reference->is_inside_tree()) {
ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!");
return;
}
if (bone_idx <= -1) {
ERR_PRINT_ONCE("Bone index is invalid. Cannot execute modification!");
return;
}
Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx);
if (operation_bone == nullptr) {
ERR_PRINT_ONCE("bone_idx for modification does not point to a valid bone! Cannot execute modification");
return;
}
Transform2D operation_transform = operation_bone->get_global_transform();
Transform2D target_trans = target_node_reference->get_global_transform();
// Look at the target!
operation_transform = operation_transform.looking_at(target_trans.get_origin());
// Apply whatever scale it had prior to looking_at
operation_transform.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
// Account for the direction the bone faces in:
operation_transform.set_rotation(operation_transform.get_rotation() - operation_bone->get_bone_angle());
// Apply additional rotation
operation_transform.set_rotation(operation_transform.get_rotation() + additional_rotation);
// Apply constraints in globalspace:
if (enable_constraint && !constraint_in_localspace) {
operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert));
}
// Convert from a global transform to a local transform via the Bone2D node
operation_bone->set_global_transform(operation_transform);
operation_transform = operation_bone->get_transform();
// Apply constraints in localspace:
if (enable_constraint && constraint_in_localspace) {
operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert));
}
// Set the local pose override, and to make sure child bones are also updated, set the transform of the bone.
stack->skeleton->set_bone_local_pose_override(bone_idx, operation_transform, stack->strength, true);
operation_bone->set_transform(operation_transform);
}
void SkeletonModification2DLookAt::_setup_modification(SkeletonModificationStack2D *p_stack) {
stack = p_stack;
if (stack != nullptr) {
is_setup = true;
update_target_cache();
update_bone2d_cache();
}
}
void SkeletonModification2DLookAt::_draw_editor_gizmo() {
if (!enabled || !is_setup) {
return;
}
Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx);
editor_draw_angle_constraints(operation_bone, constraint_angle_min, constraint_angle_max,
enable_constraint, constraint_in_localspace, constraint_angle_invert);
}
void SkeletonModification2DLookAt::update_bone2d_cache() {
if (!is_setup || !stack) {
ERR_PRINT_ONCE("Cannot update Bone2D cache: modification is not properly setup!");
return;
}
bone2d_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(bone2d_node)) {
Node *node = stack->skeleton->get_node(bone2d_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update Bone2D cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update Bone2D cache: node is not in the scene tree!");
bone2d_node_cache = node->get_instance_id();
Bone2D *bone = Object::cast_to<Bone2D>(node);
if (bone) {
bone_idx = bone->get_index_in_skeleton();
} else {
ERR_FAIL_MSG("Error Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
}
// Set this to null so we update it
target_node_reference = nullptr;
}
}
}
}
void SkeletonModification2DLookAt::set_bone2d_node(const NodePath &p_target_node) {
bone2d_node = p_target_node;
update_bone2d_cache();
}
NodePath SkeletonModification2DLookAt::get_bone2d_node() const {
return bone2d_node;
}
int SkeletonModification2DLookAt::get_bone_index() const {
return bone_idx;
}
void SkeletonModification2DLookAt::set_bone_index(int p_bone_idx) {
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
if (is_setup && stack) {
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 (stack->skeleton) {
ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
bone_idx = p_bone_idx;
bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
} else {
WARN_PRINT("Cannot verify the bone index for this modification...");
bone_idx = p_bone_idx;
}
} else {
WARN_PRINT("Cannot verify the bone index for this modification...");
bone_idx = p_bone_idx;
}
notify_property_list_changed();
}
void SkeletonModification2DLookAt::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 the scene tree!");
target_node_cache = node->get_instance_id();
}
}
}
}
void SkeletonModification2DLookAt::set_target_node(const NodePath &p_target_node) {
target_node = p_target_node;
update_target_cache();
}
NodePath SkeletonModification2DLookAt::get_target_node() const {
return target_node;
}
float SkeletonModification2DLookAt::get_additional_rotation() const {
return additional_rotation;
}
void SkeletonModification2DLookAt::set_additional_rotation(float p_rotation) {
additional_rotation = p_rotation;
}
void SkeletonModification2DLookAt::set_enable_constraint(bool p_constraint) {
enable_constraint = p_constraint;
notify_property_list_changed();
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DLookAt::get_enable_constraint() const {
return enable_constraint;
}
void SkeletonModification2DLookAt::set_constraint_angle_min(float p_angle_min) {
constraint_angle_min = p_angle_min;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
float SkeletonModification2DLookAt::get_constraint_angle_min() const {
return constraint_angle_min;
}
void SkeletonModification2DLookAt::set_constraint_angle_max(float p_angle_max) {
constraint_angle_max = p_angle_max;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
float SkeletonModification2DLookAt::get_constraint_angle_max() const {
return constraint_angle_max;
}
void SkeletonModification2DLookAt::set_constraint_angle_invert(bool p_invert) {
constraint_angle_invert = p_invert;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DLookAt::get_constraint_angle_invert() const {
return constraint_angle_invert;
}
void SkeletonModification2DLookAt::set_constraint_in_localspace(bool p_constraint_in_localspace) {
constraint_in_localspace = p_constraint_in_localspace;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DLookAt::get_constraint_in_localspace() const {
return constraint_in_localspace;
}
void SkeletonModification2DLookAt::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone2d_node", "bone2d_nodepath"), &SkeletonModification2DLookAt::set_bone2d_node);
ClassDB::bind_method(D_METHOD("get_bone2d_node"), &SkeletonModification2DLookAt::get_bone2d_node);
ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification2DLookAt::set_bone_index);
ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification2DLookAt::get_bone_index);
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DLookAt::set_target_node);
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DLookAt::get_target_node);
ClassDB::bind_method(D_METHOD("set_additional_rotation", "rotation"), &SkeletonModification2DLookAt::set_additional_rotation);
ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification2DLookAt::get_additional_rotation);
ClassDB::bind_method(D_METHOD("set_enable_constraint", "enable_constraint"), &SkeletonModification2DLookAt::set_enable_constraint);
ClassDB::bind_method(D_METHOD("get_enable_constraint"), &SkeletonModification2DLookAt::get_enable_constraint);
ClassDB::bind_method(D_METHOD("set_constraint_angle_min", "angle_min"), &SkeletonModification2DLookAt::set_constraint_angle_min);
ClassDB::bind_method(D_METHOD("get_constraint_angle_min"), &SkeletonModification2DLookAt::get_constraint_angle_min);
ClassDB::bind_method(D_METHOD("set_constraint_angle_max", "angle_max"), &SkeletonModification2DLookAt::set_constraint_angle_max);
ClassDB::bind_method(D_METHOD("get_constraint_angle_max"), &SkeletonModification2DLookAt::get_constraint_angle_max);
ClassDB::bind_method(D_METHOD("set_constraint_angle_invert", "invert"), &SkeletonModification2DLookAt::set_constraint_angle_invert);
ClassDB::bind_method(D_METHOD("get_constraint_angle_invert"), &SkeletonModification2DLookAt::get_constraint_angle_invert);
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_node", "get_bone2d_node");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
}
SkeletonModification2DLookAt::SkeletonModification2DLookAt() {
stack = nullptr;
is_setup = false;
bone_idx = -1;
additional_rotation = 0;
enable_constraint = false;
constraint_angle_min = 0;
constraint_angle_max = Math_PI * 2;
constraint_angle_invert = false;
enabled = true;
editor_draw_gizmo = true;
}
SkeletonModification2DLookAt::~SkeletonModification2DLookAt() {
}