| 1 | /**************************************************************************/ | 
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| 2 | /*  skeleton_modification_2d.cpp                                          */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "skeleton_modification_2d.h" | 
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| 32 | #include "scene/2d/skeleton_2d.h" | 
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| 33 |  | 
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| 34 | #include "scene/2d/collision_object_2d.h" | 
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| 35 | #include "scene/2d/collision_shape_2d.h" | 
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| 36 | #include "scene/2d/physical_bone_2d.h" | 
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| 37 |  | 
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| 38 | #ifdef TOOLS_ENABLED | 
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| 39 | #include "editor/editor_settings.h" | 
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| 40 | #endif // TOOLS_ENABLED | 
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| 41 |  | 
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| 42 | /////////////////////////////////////// | 
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| 43 | // Modification2D | 
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| 44 | /////////////////////////////////////// | 
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| 45 |  | 
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| 46 | void SkeletonModification2D::_execute(float p_delta) { | 
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| 47 | GDVIRTUAL_CALL(_execute, p_delta); | 
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| 48 |  | 
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| 49 | if (!enabled) { | 
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| 50 | return; | 
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| 51 | } | 
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| 52 | } | 
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| 53 |  | 
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| 54 | void SkeletonModification2D::_setup_modification(SkeletonModificationStack2D *p_stack) { | 
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| 55 | stack = p_stack; | 
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| 56 | if (stack) { | 
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| 57 | is_setup = true; | 
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| 58 | } else { | 
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| 59 | WARN_PRINT( "Could not setup modification with name "+ get_name()); | 
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| 60 | } | 
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| 61 |  | 
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| 62 | GDVIRTUAL_CALL(_setup_modification, Ref<SkeletonModificationStack2D>(p_stack)); | 
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| 63 | } | 
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| 64 |  | 
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| 65 | void SkeletonModification2D::_draw_editor_gizmo() { | 
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| 66 | GDVIRTUAL_CALL(_draw_editor_gizmo); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | void SkeletonModification2D::set_enabled(bool p_enabled) { | 
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| 70 | enabled = p_enabled; | 
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| 71 |  | 
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| 72 | #ifdef TOOLS_ENABLED | 
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| 73 | if (editor_draw_gizmo) { | 
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| 74 | if (stack) { | 
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| 75 | stack->set_editor_gizmos_dirty(true); | 
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| 76 | } | 
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| 77 | } | 
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| 78 | #endif // TOOLS_ENABLED | 
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| 79 | } | 
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| 80 |  | 
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| 81 | bool SkeletonModification2D::get_enabled() { | 
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| 82 | return enabled; | 
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| 83 | } | 
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| 84 |  | 
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| 85 | float SkeletonModification2D::clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert) { | 
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| 86 | // Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range. | 
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| 87 | if (p_angle < 0) { | 
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| 88 | p_angle = Math_TAU + p_angle; | 
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| 89 | } | 
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| 90 |  | 
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| 91 | // Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order | 
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| 92 | if (p_min_bound < 0) { | 
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| 93 | p_min_bound = Math_TAU + p_min_bound; | 
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| 94 | } | 
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| 95 | if (p_max_bound < 0) { | 
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| 96 | p_max_bound = Math_TAU + p_max_bound; | 
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| 97 | } | 
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| 98 | if (p_min_bound > p_max_bound) { | 
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| 99 | SWAP(p_min_bound, p_max_bound); | 
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| 100 | } | 
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| 101 |  | 
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| 102 | bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound); | 
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| 103 | bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound); | 
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| 104 |  | 
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| 105 | // Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle. | 
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| 106 | if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) { | 
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| 107 | Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound)); | 
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| 108 | Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound)); | 
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| 109 | Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle)); | 
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| 110 |  | 
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| 111 | if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) { | 
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| 112 | p_angle = p_min_bound; | 
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| 113 | } else { | 
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| 114 | p_angle = p_max_bound; | 
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| 115 | } | 
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| 116 | } | 
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| 117 |  | 
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| 118 | return p_angle; | 
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| 119 | } | 
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| 120 |  | 
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| 121 | void SkeletonModification2D::editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound, | 
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| 122 | bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted) { | 
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| 123 | if (!p_operation_bone) { | 
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| 124 | return; | 
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| 125 | } | 
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| 126 |  | 
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| 127 | Color bone_ik_color = Color(1.0, 0.65, 0.0, 0.4); | 
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| 128 | #ifdef TOOLS_ENABLED | 
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| 129 | if (Engine::get_singleton()->is_editor_hint()) { | 
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| 130 | bone_ik_color = EDITOR_GET( "editors/2d/bone_ik_color"); | 
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| 131 | } | 
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| 132 | #endif // TOOLS_ENABLED | 
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| 133 |  | 
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| 134 | float arc_angle_min = p_min_bound; | 
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| 135 | float arc_angle_max = p_max_bound; | 
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| 136 | if (arc_angle_min < 0) { | 
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| 137 | arc_angle_min = (Math_PI * 2) + arc_angle_min; | 
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| 138 | } | 
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| 139 | if (arc_angle_max < 0) { | 
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| 140 | arc_angle_max = (Math_PI * 2) + arc_angle_max; | 
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| 141 | } | 
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| 142 | if (arc_angle_min > arc_angle_max) { | 
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| 143 | SWAP(arc_angle_min, arc_angle_max); | 
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| 144 | } | 
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| 145 | arc_angle_min += p_operation_bone->get_bone_angle(); | 
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| 146 | arc_angle_max += p_operation_bone->get_bone_angle(); | 
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| 147 |  | 
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| 148 | if (p_constraint_enabled) { | 
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| 149 | if (p_constraint_in_localspace) { | 
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| 150 | Node *operation_bone_parent = p_operation_bone->get_parent(); | 
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| 151 | Bone2D *operation_bone_parent_bone = Object::cast_to<Bone2D>(operation_bone_parent); | 
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| 152 |  | 
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| 153 | if (operation_bone_parent_bone) { | 
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| 154 | stack->skeleton->draw_set_transform( | 
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| 155 | stack->skeleton->to_local(p_operation_bone->get_global_position()), | 
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| 156 | operation_bone_parent_bone->get_global_rotation() - stack->skeleton->get_global_rotation()); | 
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| 157 | } else { | 
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| 158 | stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position())); | 
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| 159 | } | 
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| 160 | } else { | 
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| 161 | stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position())); | 
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| 162 | } | 
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| 163 |  | 
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| 164 | if (p_constraint_inverted) { | 
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| 165 | stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), | 
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| 166 | arc_angle_min + (Math_PI * 2), arc_angle_max, 32, bone_ik_color, 1.0); | 
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| 167 | } else { | 
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| 168 | stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), | 
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| 169 | arc_angle_min, arc_angle_max, 32, bone_ik_color, 1.0); | 
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| 170 | } | 
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| 171 | 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); | 
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| 172 | 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); | 
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| 173 |  | 
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| 174 | } else { | 
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| 175 | stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position())); | 
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| 176 | stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), 0, Math_PI * 2, 32, bone_ik_color, 1.0); | 
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| 177 | stack->skeleton->draw_line(Vector2(0, 0), Vector2(1, 0) * p_operation_bone->get_length(), bone_ik_color, 1.0); | 
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| 178 | } | 
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| 179 | } | 
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| 180 |  | 
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| 181 | Ref<SkeletonModificationStack2D> SkeletonModification2D::get_modification_stack() { | 
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| 182 | return stack; | 
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| 183 | } | 
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| 184 |  | 
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| 185 | void SkeletonModification2D::set_is_setup(bool p_setup) { | 
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| 186 | is_setup = p_setup; | 
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| 187 | } | 
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| 188 |  | 
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| 189 | bool SkeletonModification2D::get_is_setup() const { | 
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| 190 | return is_setup; | 
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| 191 | } | 
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| 192 |  | 
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| 193 | void SkeletonModification2D::set_execution_mode(int p_mode) { | 
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| 194 | execution_mode = p_mode; | 
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| 195 | } | 
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| 196 |  | 
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| 197 | int SkeletonModification2D::get_execution_mode() const { | 
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| 198 | return execution_mode; | 
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| 199 | } | 
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| 200 |  | 
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| 201 | void SkeletonModification2D::set_editor_draw_gizmo(bool p_draw_gizmo) { | 
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| 202 | editor_draw_gizmo = p_draw_gizmo; | 
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| 203 | #ifdef TOOLS_ENABLED | 
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| 204 | if (is_setup) { | 
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| 205 | if (stack) { | 
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| 206 | stack->set_editor_gizmos_dirty(true); | 
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| 207 | } | 
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| 208 | } | 
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| 209 | #endif // TOOLS_ENABLED | 
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| 210 | } | 
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| 211 |  | 
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| 212 | bool SkeletonModification2D::get_editor_draw_gizmo() const { | 
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| 213 | return editor_draw_gizmo; | 
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| 214 | } | 
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| 215 |  | 
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| 216 | void SkeletonModification2D::_bind_methods() { | 
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| 217 | GDVIRTUAL_BIND(_execute, "delta"); | 
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| 218 | GDVIRTUAL_BIND(_setup_modification, "modification_stack") | 
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| 219 | GDVIRTUAL_BIND(_draw_editor_gizmo) | 
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| 220 |  | 
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| 221 | ClassDB::bind_method(D_METHOD( "set_enabled", "enabled"), &SkeletonModification2D::set_enabled); | 
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| 222 | ClassDB::bind_method(D_METHOD( "get_enabled"), &SkeletonModification2D::get_enabled); | 
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| 223 | ClassDB::bind_method(D_METHOD( "get_modification_stack"), &SkeletonModification2D::get_modification_stack); | 
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| 224 | ClassDB::bind_method(D_METHOD( "set_is_setup", "is_setup"), &SkeletonModification2D::set_is_setup); | 
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| 225 | ClassDB::bind_method(D_METHOD( "get_is_setup"), &SkeletonModification2D::get_is_setup); | 
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| 226 | ClassDB::bind_method(D_METHOD( "set_execution_mode", "execution_mode"), &SkeletonModification2D::set_execution_mode); | 
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| 227 | ClassDB::bind_method(D_METHOD( "get_execution_mode"), &SkeletonModification2D::get_execution_mode); | 
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| 228 | ClassDB::bind_method(D_METHOD( "clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification2D::clamp_angle); | 
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| 229 | ClassDB::bind_method(D_METHOD( "set_editor_draw_gizmo", "draw_gizmo"), &SkeletonModification2D::set_editor_draw_gizmo); | 
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| 230 | ClassDB::bind_method(D_METHOD( "get_editor_draw_gizmo"), &SkeletonModification2D::get_editor_draw_gizmo); | 
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| 231 |  | 
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| 232 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled"); | 
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| 233 | ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode"); | 
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| 234 | } | 
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| 235 |  | 
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| 236 | SkeletonModification2D::SkeletonModification2D() { | 
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| 237 | stack = nullptr; | 
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| 238 | is_setup = false; | 
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| 239 | } | 
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| 240 |  | 
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