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/*************************************************************************/
/*  skeleton_modification_2d_ccdik.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_CCDIK_H
#define SKELETON_MODIFICATION_2D_CCDIK_H

#include "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_2d.h"

///////////////////////////////////////
// SkeletonModification2DCCDIK
///////////////////////////////////////

class SkeletonModification2DCCDIK : public SkeletonModification2D {
	GDCLASS(SkeletonModification2DCCDIK, SkeletonModification2D);

private:
	struct CCDIK_Joint_Data2D {
		int bone_idx = -1;
		NodePath bone2d_node;
		ObjectID bone2d_node_cache;
		bool rotate_from_joint = false;

		bool enable_constraint = false;
		float constraint_angle_min = 0;
		float constraint_angle_max = (2.0 * Math_PI);
		bool constraint_angle_invert = false;
		bool constraint_in_localspace = true;

		bool editor_draw_gizmo = true;
	};

	Vector<CCDIK_Joint_Data2D> ccdik_data_chain;

	NodePath target_node;
	ObjectID target_node_cache;
	void update_target_cache();

	NodePath tip_node;
	ObjectID tip_node_cache;
	void update_tip_cache();

	void ccdik_joint_update_bone2d_cache(int p_joint_idx);
	void _execute_ccdik_joint(int p_joint_idx, Node2D *p_target, Node2D *p_tip);

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 _draw_editor_gizmo() override;

	void set_target_node(const NodePath &p_target_node);
	NodePath get_target_node() const;
	void set_tip_node(const NodePath &p_tip_node);
	NodePath get_tip_node() const;

	int get_ccdik_data_chain_length();
	void set_ccdik_data_chain_length(int p_new_length);

	void set_ccdik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
	NodePath get_ccdik_joint_bone2d_node(int p_joint_idx) const;
	void set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx);
	int get_ccdik_joint_bone_index(int p_joint_idx) const;

	void set_ccdik_joint_rotate_from_joint(int p_joint_idx, bool p_rotate_from_joint);
	bool get_ccdik_joint_rotate_from_joint(int p_joint_idx) const;
	void set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_constraint);
	bool get_ccdik_joint_enable_constraint(int p_joint_idx) const;
	void set_ccdik_joint_constraint_angle_min(int p_joint_idx, float p_angle_min);
	float get_ccdik_joint_constraint_angle_min(int p_joint_idx) const;
	void set_ccdik_joint_constraint_angle_max(int p_joint_idx, float p_angle_max);
	float get_ccdik_joint_constraint_angle_max(int p_joint_idx) const;
	void set_ccdik_joint_constraint_angle_invert(int p_joint_idx, bool p_invert);
	bool get_ccdik_joint_constraint_angle_invert(int p_joint_idx) const;
	void set_ccdik_joint_constraint_in_localspace(int p_joint_idx, bool p_constraint_in_localspace);
	bool get_ccdik_joint_constraint_in_localspace(int p_joint_idx) const;
	void set_ccdik_joint_editor_draw_gizmo(int p_joint_idx, bool p_draw_gizmo);
	bool get_ccdik_joint_editor_draw_gizmo(int p_joint_idx) const;

	SkeletonModification2DCCDIK();
	~SkeletonModification2DCCDIK();
};

#endif // SKELETON_MODIFICATION_2D_CCDIK_H