New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-04 02:02:24 +08:00
|
|
|
/*************************************************************************/
|
|
|
|
/* skeleton_modification_2d_jiggle.h */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/*************************************************************************/
|
2022-01-04 04:27:34 +08:00
|
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2020-08-04 02:02:24 +08:00
|
|
|
/* */
|
|
|
|
/* 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 SKELETONMODIFICATION2DJIGGLE_H
|
|
|
|
#define SKELETONMODIFICATION2DJIGGLE_H
|
|
|
|
|
|
|
|
#include "scene/2d/skeleton_2d.h"
|
|
|
|
#include "scene/resources/skeleton_modification_2d.h"
|
|
|
|
|
|
|
|
///////////////////////////////////////
|
|
|
|
// SkeletonModification2DJIGGLE
|
|
|
|
///////////////////////////////////////
|
|
|
|
|
|
|
|
class SkeletonModification2DJiggle : public SkeletonModification2D {
|
|
|
|
GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D);
|
|
|
|
|
|
|
|
private:
|
|
|
|
struct Jiggle_Joint_Data2D {
|
|
|
|
int bone_idx = -1;
|
|
|
|
NodePath bone2d_node;
|
|
|
|
ObjectID bone2d_node_cache;
|
|
|
|
|
|
|
|
bool override_defaults = false;
|
|
|
|
float stiffness = 3;
|
|
|
|
float mass = 0.75;
|
|
|
|
float damping = 0.75;
|
|
|
|
bool use_gravity = false;
|
|
|
|
Vector2 gravity = Vector2(0, 6.0);
|
|
|
|
|
|
|
|
Vector2 force = Vector2(0, 0);
|
|
|
|
Vector2 acceleration = Vector2(0, 0);
|
|
|
|
Vector2 velocity = Vector2(0, 0);
|
|
|
|
Vector2 last_position = Vector2(0, 0);
|
|
|
|
Vector2 dynamic_position = Vector2(0, 0);
|
|
|
|
|
|
|
|
Vector2 last_noncollision_position = Vector2(0, 0);
|
|
|
|
};
|
|
|
|
|
|
|
|
Vector<Jiggle_Joint_Data2D> jiggle_data_chain;
|
|
|
|
|
|
|
|
NodePath target_node;
|
|
|
|
ObjectID target_node_cache;
|
|
|
|
void update_target_cache();
|
|
|
|
|
|
|
|
float stiffness = 3;
|
|
|
|
float mass = 0.75;
|
|
|
|
float damping = 0.75;
|
|
|
|
bool use_gravity = false;
|
|
|
|
Vector2 gravity = Vector2(0, 6);
|
|
|
|
|
|
|
|
bool use_colliders = false;
|
|
|
|
uint32_t collision_mask = 1;
|
|
|
|
|
|
|
|
void jiggle_joint_update_bone2d_cache(int p_joint_idx);
|
|
|
|
void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta);
|
|
|
|
void _update_jiggle_joint_data();
|
|
|
|
|
|
|
|
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 set_target_node(const NodePath &p_target_node);
|
|
|
|
NodePath get_target_node() const;
|
|
|
|
|
|
|
|
void set_stiffness(float p_stiffness);
|
|
|
|
float get_stiffness() const;
|
|
|
|
void set_mass(float p_mass);
|
|
|
|
float get_mass() const;
|
|
|
|
void set_damping(float p_damping);
|
|
|
|
float get_damping() const;
|
|
|
|
void set_use_gravity(bool p_use_gravity);
|
|
|
|
bool get_use_gravity() const;
|
|
|
|
void set_gravity(Vector2 p_gravity);
|
|
|
|
Vector2 get_gravity() const;
|
|
|
|
|
|
|
|
void set_use_colliders(bool p_use_colliders);
|
|
|
|
bool get_use_colliders() const;
|
|
|
|
void set_collision_mask(int p_mask);
|
|
|
|
int get_collision_mask() const;
|
|
|
|
|
|
|
|
int get_jiggle_data_chain_length();
|
|
|
|
void set_jiggle_data_chain_length(int p_new_length);
|
|
|
|
|
|
|
|
void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
|
|
|
|
NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx);
|
|
|
|
int get_jiggle_joint_bone_index(int p_joint_idx) const;
|
|
|
|
|
|
|
|
void set_jiggle_joint_override(int p_joint_idx, bool p_override);
|
|
|
|
bool get_jiggle_joint_override(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness);
|
|
|
|
float get_jiggle_joint_stiffness(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_mass(int p_joint_idx, float p_mass);
|
|
|
|
float get_jiggle_joint_mass(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_damping(int p_joint_idx, float p_damping);
|
|
|
|
float get_jiggle_joint_damping(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
|
|
|
|
bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
|
|
|
|
void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity);
|
|
|
|
Vector2 get_jiggle_joint_gravity(int p_joint_idx) const;
|
|
|
|
|
|
|
|
SkeletonModification2DJiggle();
|
|
|
|
~SkeletonModification2DJiggle();
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // SKELETONMODIFICATION2DJIGGLE_H
|