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+/*************************************************************************/
+/* skeleton_modification_2d_fabrik.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef SKELETONMODIFICATION2DFABRIK_H
+#define SKELETONMODIFICATION2DFABRIK_H
+
+#include "scene/2d/skeleton_2d.h"
+#include "scene/resources/skeleton_modification_2d.h"
+
+///////////////////////////////////////
+// SkeletonModification2DFABRIK
+///////////////////////////////////////
+
+class SkeletonModification2DFABRIK : public SkeletonModification2D {
+ GDCLASS(SkeletonModification2DFABRIK, SkeletonModification2D);
+
+private:
+ struct FABRIK_Joint_Data2D {
+ int bone_idx = -1;
+ NodePath bone2d_node;
+ ObjectID bone2d_node_cache;
+
+ Vector2 magnet_position = Vector2(0, 0);
+ bool use_target_rotation = false;
+
+ bool editor_draw_gizmo = true;
+ };
+
+ Vector<FABRIK_Joint_Data2D> fabrik_data_chain;
+
+ // Unlike in 3D, we need a vector of Transform2D objects to perform FABRIK.
+ // This is because FABRIK (unlike CCDIK) needs to operate on transforms that are NOT
+ // affected by each other, making the transforms stored in Bone2D unusable, as well as those in Skeleton2D.
+ // For this reason, this modification stores a vector of Transform2Ds used for the calculations, which are then applied at the end.
+ Vector<Transform2D> fabrik_transform_chain;
+
+ NodePath target_node;
+ ObjectID target_node_cache;
+ void update_target_cache();
+
+ float chain_tolarance = 0.01;
+ int chain_max_iterations = 10;
+ int chain_iterations = 0;
+ Transform2D target_global_pose = Transform2D();
+ Transform2D origin_global_pose = Transform2D();
+
+ void fabrik_joint_update_bone2d_cache(int p_joint_idx);
+ void chain_backwards();
+ void chain_forwards();
+
+protected:
+ static void _bind_methods();
+ bool _set(const StringName &p_path, const Variant &p_value);
+ bool _get(const StringName &p_path, Variant &r_ret) const;
+ void _get_property_list(List<PropertyInfo> *p_list) const;
+
+public:
+ void _execute(float p_delta) override;
+ void _setup_modification(SkeletonModificationStack2D *p_stack) override;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ int get_fabrik_data_chain_length();
+ void set_fabrik_data_chain_length(int p_new_length);
+
+ void set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
+ NodePath get_fabrik_joint_bone2d_node(int p_joint_idx) const;
+ void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);
+ int get_fabrik_joint_bone_index(int p_joint_idx) const;
+
+ void set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position);
+ Vector2 get_fabrik_joint_magnet_position(int p_joint_idx) const;
+ void set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation);
+ bool get_fabrik_joint_use_target_rotation(int p_joint_idx) const;
+
+ SkeletonModification2DFABRIK();
+ ~SkeletonModification2DFABRIK();
+};
+
+#endif // SKELETONMODIFICATION2DFABRIK_H