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path: root/scene/resources/skeleton_modification_2d.cpp
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/**************************************************************************/
/*  skeleton_modification_2d.cpp                                          */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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<SkeletonModificationStack2D>(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<Bone2D>(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<SkeletonModificationStack2D> 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;
}