/*************************************************************************/ /* skeleton_modification_2d_fabrik.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef SKELETON_MODIFICATION_2D_FABRIK_H #define SKELETON_MODIFICATION_2D_FABRIK_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_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 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 *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 // SKELETON_MODIFICATION_2D_FABRIK_H