1 | /**************************************************************************/ |
2 | /* skeleton_modification_2d_fabrik.h */ |
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 | #ifndef SKELETON_MODIFICATION_2D_FABRIK_H |
32 | #define SKELETON_MODIFICATION_2D_FABRIK_H |
33 | |
34 | #include "scene/2d/skeleton_2d.h" |
35 | #include "scene/resources/skeleton_modification_2d.h" |
36 | |
37 | /////////////////////////////////////// |
38 | // SkeletonModification2DFABRIK |
39 | /////////////////////////////////////// |
40 | |
41 | class SkeletonModification2DFABRIK : public SkeletonModification2D { |
42 | GDCLASS(SkeletonModification2DFABRIK, SkeletonModification2D); |
43 | |
44 | private: |
45 | struct FABRIK_Joint_Data2D { |
46 | int bone_idx = -1; |
47 | NodePath bone2d_node; |
48 | ObjectID bone2d_node_cache; |
49 | |
50 | Vector2 magnet_position = Vector2(0, 0); |
51 | bool use_target_rotation = false; |
52 | |
53 | bool editor_draw_gizmo = true; |
54 | }; |
55 | |
56 | Vector<FABRIK_Joint_Data2D> fabrik_data_chain; |
57 | |
58 | // Unlike in 3D, we need a vector of Transform2D objects to perform FABRIK. |
59 | // This is because FABRIK (unlike CCDIK) needs to operate on transforms that are NOT |
60 | // affected by each other, making the transforms stored in Bone2D unusable, as well as those in Skeleton2D. |
61 | // For this reason, this modification stores a vector of Transform2Ds used for the calculations, which are then applied at the end. |
62 | Vector<Transform2D> fabrik_transform_chain; |
63 | |
64 | NodePath target_node; |
65 | ObjectID target_node_cache; |
66 | void update_target_cache(); |
67 | |
68 | float chain_tolarance = 0.01; |
69 | int chain_max_iterations = 10; |
70 | int chain_iterations = 0; |
71 | Transform2D target_global_pose; |
72 | Transform2D origin_global_pose; |
73 | |
74 | void fabrik_joint_update_bone2d_cache(int p_joint_idx); |
75 | void chain_backwards(); |
76 | void chain_forwards(); |
77 | |
78 | protected: |
79 | static void _bind_methods(); |
80 | bool _set(const StringName &p_path, const Variant &p_value); |
81 | bool _get(const StringName &p_path, Variant &r_ret) const; |
82 | void _get_property_list(List<PropertyInfo> *p_list) const; |
83 | |
84 | public: |
85 | void _execute(float p_delta) override; |
86 | void _setup_modification(SkeletonModificationStack2D *p_stack) override; |
87 | |
88 | void set_target_node(const NodePath &p_target_node); |
89 | NodePath get_target_node() const; |
90 | |
91 | int get_fabrik_data_chain_length(); |
92 | void set_fabrik_data_chain_length(int p_new_length); |
93 | |
94 | void set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node); |
95 | NodePath get_fabrik_joint_bone2d_node(int p_joint_idx) const; |
96 | void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx); |
97 | int get_fabrik_joint_bone_index(int p_joint_idx) const; |
98 | |
99 | void set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position); |
100 | Vector2 get_fabrik_joint_magnet_position(int p_joint_idx) const; |
101 | void set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation); |
102 | bool get_fabrik_joint_use_target_rotation(int p_joint_idx) const; |
103 | |
104 | SkeletonModification2DFABRIK(); |
105 | ~SkeletonModification2DFABRIK(); |
106 | }; |
107 | |
108 | #endif // SKELETON_MODIFICATION_2D_FABRIK_H |
109 | |