/*************************************************************************/ /* skeleton_modification_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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.h" #include "scene/2d/skeleton_2d.h" #include "scene/2d/collision_object_2d.h" #include "scene/2d/collision_shape_2d.h" #include "scene/2d/physical_bone_2d.h" #ifdef TOOLS_ENABLED #include "editor/editor_settings.h" #endif // TOOLS_ENABLED /////////////////////////////////////// // Modification2D /////////////////////////////////////// void SkeletonModification2D::_execute(float p_delta) { GDVIRTUAL_CALL(_execute, p_delta); if (!enabled) { return; } } void SkeletonModification2D::_setup_modification(SkeletonModificationStack2D *p_stack) { stack = p_stack; if (stack) { is_setup = true; } else { WARN_PRINT("Could not setup modification with name " + get_name()); } GDVIRTUAL_CALL(_setup_modification, Ref(p_stack)); } void SkeletonModification2D::_draw_editor_gizmo() { GDVIRTUAL_CALL(_draw_editor_gizmo); } void SkeletonModification2D::set_enabled(bool p_enabled) { enabled = p_enabled; #ifdef TOOLS_ENABLED if (editor_draw_gizmo) { if (stack) { stack->set_editor_gizmos_dirty(true); } } #endif // TOOLS_ENABLED } bool SkeletonModification2D::get_enabled() { return enabled; } float SkeletonModification2D::clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert) { // Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range. if (p_angle < 0) { p_angle = Math_TAU + p_angle; } // Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order if (p_min_bound < 0) { p_min_bound = Math_TAU + p_min_bound; } if (p_max_bound < 0) { p_max_bound = Math_TAU + p_max_bound; } if (p_min_bound > p_max_bound) { SWAP(p_min_bound, p_max_bound); } bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound); bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound); // Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle. if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) { Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound)); Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound)); Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle)); if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) { p_angle = p_min_bound; } else { p_angle = p_max_bound; } } return p_angle; } void SkeletonModification2D::editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted) { if (!p_operation_bone) { return; } Color bone_ik_color = Color(1.0, 0.65, 0.0, 0.4); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { bone_ik_color = EDITOR_GET("editors/2d/bone_ik_color"); } #endif // TOOLS_ENABLED float arc_angle_min = p_min_bound; float arc_angle_max = p_max_bound; if (arc_angle_min < 0) { arc_angle_min = (Math_PI * 2) + arc_angle_min; } if (arc_angle_max < 0) { arc_angle_max = (Math_PI * 2) + arc_angle_max; } if (arc_angle_min > arc_angle_max) { SWAP(arc_angle_min, arc_angle_max); } arc_angle_min += p_operation_bone->get_bone_angle(); arc_angle_max += p_operation_bone->get_bone_angle(); if (p_constraint_enabled) { if (p_constraint_in_localspace) { Node *operation_bone_parent = p_operation_bone->get_parent(); Bone2D *operation_bone_parent_bone = Object::cast_to(operation_bone_parent); if (operation_bone_parent_bone) { stack->skeleton->draw_set_transform( stack->skeleton->to_local(p_operation_bone->get_global_position()), operation_bone_parent_bone->get_global_rotation() - stack->skeleton->get_global_rotation()); } else { stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position())); } } else { stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position())); } if (p_constraint_inverted) { stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), arc_angle_min + (Math_PI * 2), arc_angle_max, 32, bone_ik_color, 1.0); } else { stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), arc_angle_min, arc_angle_max, 32, bone_ik_color, 1.0); } stack->skeleton->draw_line(Vector2(0, 0), Vector2(Math::cos(arc_angle_min), Math::sin(arc_angle_min)) * p_operation_bone->get_length(), bone_ik_color, 1.0); stack->skeleton->draw_line(Vector2(0, 0), Vector2(Math::cos(arc_angle_max), Math::sin(arc_angle_max)) * p_operation_bone->get_length(), bone_ik_color, 1.0); } else { stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position())); stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), 0, Math_PI * 2, 32, bone_ik_color, 1.0); stack->skeleton->draw_line(Vector2(0, 0), Vector2(1, 0) * p_operation_bone->get_length(), bone_ik_color, 1.0); } } Ref SkeletonModification2D::get_modification_stack() { return stack; } void SkeletonModification2D::set_is_setup(bool p_setup) { is_setup = p_setup; } bool SkeletonModification2D::get_is_setup() const { return is_setup; } void SkeletonModification2D::set_execution_mode(int p_mode) { execution_mode = p_mode; } int SkeletonModification2D::get_execution_mode() const { return execution_mode; } void SkeletonModification2D::set_editor_draw_gizmo(bool p_draw_gizmo) { editor_draw_gizmo = p_draw_gizmo; #ifdef TOOLS_ENABLED if (is_setup) { if (stack) { stack->set_editor_gizmos_dirty(true); } } #endif // TOOLS_ENABLED } bool SkeletonModification2D::get_editor_draw_gizmo() const { return editor_draw_gizmo; } void SkeletonModification2D::_bind_methods() { GDVIRTUAL_BIND(_execute, "delta"); GDVIRTUAL_BIND(_setup_modification, "modification_stack") GDVIRTUAL_BIND(_draw_editor_gizmo) ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification2D::set_enabled); ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification2D::get_enabled); ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification2D::get_modification_stack); ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification2D::set_is_setup); ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification2D::get_is_setup); ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification2D::set_execution_mode); ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification2D::get_execution_mode); ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification2D::clamp_angle); ClassDB::bind_method(D_METHOD("set_editor_draw_gizmo", "draw_gizmo"), &SkeletonModification2D::set_editor_draw_gizmo); ClassDB::bind_method(D_METHOD("get_editor_draw_gizmo"), &SkeletonModification2D::get_editor_draw_gizmo); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode"); } SkeletonModification2D::SkeletonModification2D() { stack = nullptr; is_setup = false; }