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