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 */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
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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 | |