From 8aa3c2f0918707c2243b86ac53c02c27ceb9a266 Mon Sep 17 00:00:00 2001 From: TwistedTwigleg Date: Mon, 3 Aug 2020 14:02:24 -0400 Subject: 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. --- scene/resources/skeleton_modification_stack_2d.h | 99 ++++++++++++++++++++++++ 1 file changed, 99 insertions(+) create mode 100644 scene/resources/skeleton_modification_stack_2d.h (limited to 'scene/resources/skeleton_modification_stack_2d.h') diff --git a/scene/resources/skeleton_modification_stack_2d.h b/scene/resources/skeleton_modification_stack_2d.h new file mode 100644 index 0000000000..58855701a1 --- /dev/null +++ b/scene/resources/skeleton_modification_stack_2d.h @@ -0,0 +1,99 @@ +/*************************************************************************/ +/* skeleton_modification_stack_2d.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 SKELETONMODIFICATIONSTACK2D_H +#define SKELETONMODIFICATIONSTACK2D_H + +#include "scene/2d/skeleton_2d.h" +#include "scene/resources/skeleton_modification_2d.h" + +/////////////////////////////////////// +// SkeletonModificationStack2D +/////////////////////////////////////// + +class Skeleton2D; +class SkeletonModification2D; +class Bone2D; + +class SkeletonModificationStack2D : public Resource { + GDCLASS(SkeletonModificationStack2D, Resource); + friend class Skeleton2D; + friend class SkeletonModification2D; + +protected: + static void _bind_methods(); + void _get_property_list(List *p_list) const; + bool _set(const StringName &p_path, const Variant &p_value); + bool _get(const StringName &p_path, Variant &r_ret) const; + +public: + Skeleton2D *skeleton = nullptr; + bool is_setup = false; + bool enabled = false; + float strength = 1.0; + + enum EXECUTION_MODE { + execution_mode_process, + execution_mode_physics_process + }; + + Vector> modifications = Vector>(); + + void setup(); + void execute(float p_delta, int p_execution_mode); + + bool editor_gizmo_dirty = false; + void draw_editor_gizmos(); + void set_editor_gizmos_dirty(bool p_dirty); + + void enable_all_modifications(bool p_enable); + Ref get_modification(int p_mod_idx) const; + void add_modification(Ref p_mod); + void delete_modification(int p_mod_idx); + void set_modification(int p_mod_idx, Ref p_mod); + + void set_modification_count(int p_count); + int get_modification_count() const; + + void set_skeleton(Skeleton2D *p_skeleton); + Skeleton2D *get_skeleton() const; + + bool get_is_setup() const; + + void set_enabled(bool p_enabled); + bool get_enabled() const; + + void set_strength(float p_strength); + float get_strength() const; + + SkeletonModificationStack2D(); +}; + +#endif // SKELETONMODIFICATION2D_H -- cgit v1.2.3