godot/scene/resources/2d/skeleton/skeleton_modification_2d.cpp
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

240 lines
9.4 KiB
C++

/**************************************************************************/
/* skeleton_modification_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#include "skeleton_modification_2d.h"
#include "scene/2d/skeleton_2d.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#include "scene/2d/physics/physical_bone_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif // TOOLS_ENABLED
///////////////////////////////////////
// Modification2D
///////////////////////////////////////
void SkeletonModification2D::_execute(float p_delta) {
GDVIRTUAL_CALL(_execute, p_delta);
if (!enabled) {
return;
}
}
void SkeletonModification2D::_setup_modification(SkeletonModificationStack2D *p_stack) {
stack = p_stack;
if (stack) {
is_setup = true;
} else {
WARN_PRINT("Could not setup modification with name " + get_name());
}
GDVIRTUAL_CALL(_setup_modification, Ref<SkeletonModificationStack2D>(p_stack));
}
void SkeletonModification2D::_draw_editor_gizmo() {
GDVIRTUAL_CALL(_draw_editor_gizmo);
}
void SkeletonModification2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
#ifdef TOOLS_ENABLED
if (editor_draw_gizmo) {
if (stack) {
stack->set_editor_gizmos_dirty(true);
}
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2D::get_enabled() {
return enabled;
}
float SkeletonModification2D::clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert) {
// Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
if (p_angle < 0) {
p_angle = Math_TAU + p_angle;
}
// Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
if (p_min_bound < 0) {
p_min_bound = Math_TAU + p_min_bound;
}
if (p_max_bound < 0) {
p_max_bound = Math_TAU + p_max_bound;
}
if (p_min_bound > p_max_bound) {
SWAP(p_min_bound, p_max_bound);
}
bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound);
bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound);
// Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) {
Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
p_angle = p_min_bound;
} else {
p_angle = p_max_bound;
}
}
return p_angle;
}
void SkeletonModification2D::editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound,
bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted) {
if (!p_operation_bone) {
return;
}
Color bone_ik_color = Color(1.0, 0.65, 0.0, 0.4);
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
bone_ik_color = EDITOR_GET("editors/2d/bone_ik_color");
}
#endif // TOOLS_ENABLED
float arc_angle_min = p_min_bound;
float arc_angle_max = p_max_bound;
if (arc_angle_min < 0) {
arc_angle_min = (Math_PI * 2) + arc_angle_min;
}
if (arc_angle_max < 0) {
arc_angle_max = (Math_PI * 2) + arc_angle_max;
}
if (arc_angle_min > arc_angle_max) {
SWAP(arc_angle_min, arc_angle_max);
}
arc_angle_min += p_operation_bone->get_bone_angle();
arc_angle_max += p_operation_bone->get_bone_angle();
if (p_constraint_enabled) {
if (p_constraint_in_localspace) {
Node *operation_bone_parent = p_operation_bone->get_parent();
Bone2D *operation_bone_parent_bone = Object::cast_to<Bone2D>(operation_bone_parent);
if (operation_bone_parent_bone) {
stack->skeleton->draw_set_transform(
stack->skeleton->to_local(p_operation_bone->get_global_position()),
operation_bone_parent_bone->get_global_rotation() - stack->skeleton->get_global_rotation());
} else {
stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position()));
}
} else {
stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position()));
}
if (p_constraint_inverted) {
stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(),
arc_angle_min + (Math_PI * 2), arc_angle_max, 32, bone_ik_color, 1.0);
} else {
stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(),
arc_angle_min, arc_angle_max, 32, bone_ik_color, 1.0);
}
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);
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);
} else {
stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position()));
stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), 0, Math_PI * 2, 32, bone_ik_color, 1.0);
stack->skeleton->draw_line(Vector2(0, 0), Vector2(1, 0) * p_operation_bone->get_length(), bone_ik_color, 1.0);
}
}
Ref<SkeletonModificationStack2D> SkeletonModification2D::get_modification_stack() {
return stack;
}
void SkeletonModification2D::set_is_setup(bool p_setup) {
is_setup = p_setup;
}
bool SkeletonModification2D::get_is_setup() const {
return is_setup;
}
void SkeletonModification2D::set_execution_mode(int p_mode) {
execution_mode = p_mode;
}
int SkeletonModification2D::get_execution_mode() const {
return execution_mode;
}
void SkeletonModification2D::set_editor_draw_gizmo(bool p_draw_gizmo) {
editor_draw_gizmo = p_draw_gizmo;
#ifdef TOOLS_ENABLED
if (is_setup) {
if (stack) {
stack->set_editor_gizmos_dirty(true);
}
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2D::get_editor_draw_gizmo() const {
return editor_draw_gizmo;
}
void SkeletonModification2D::_bind_methods() {
GDVIRTUAL_BIND(_execute, "delta");
GDVIRTUAL_BIND(_setup_modification, "modification_stack")
GDVIRTUAL_BIND(_draw_editor_gizmo)
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification2D::set_enabled);
ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification2D::get_enabled);
ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification2D::get_modification_stack);
ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification2D::set_is_setup);
ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification2D::get_is_setup);
ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification2D::set_execution_mode);
ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification2D::get_execution_mode);
ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification2D::clamp_angle);
ClassDB::bind_method(D_METHOD("set_editor_draw_gizmo", "draw_gizmo"), &SkeletonModification2D::set_editor_draw_gizmo);
ClassDB::bind_method(D_METHOD("get_editor_draw_gizmo"), &SkeletonModification2D::get_editor_draw_gizmo);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode");
}
SkeletonModification2D::SkeletonModification2D() {
stack = nullptr;
is_setup = false;
}