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.
88 lines
3.6 KiB
C++
88 lines
3.6 KiB
C++
/*************************************************************************/
|
|
/* physical_bone_2d.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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 PHYSICAL_BONE_2D_H
|
|
#define PHYSICAL_BONE_2D_H
|
|
|
|
#include "scene/2d/joints_2d.h"
|
|
#include "scene/2d/physics_body_2d.h"
|
|
|
|
#include "scene/2d/skeleton_2d.h"
|
|
|
|
class PhysicalBone2D : public RigidBody2D {
|
|
GDCLASS(PhysicalBone2D, RigidBody2D);
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
private:
|
|
Skeleton2D *parent_skeleton;
|
|
int bone2d_index = -1;
|
|
NodePath bone2d_nodepath;
|
|
bool follow_bone_when_simulating = false;
|
|
|
|
Joint2D *child_joint;
|
|
bool auto_configure_joint = true;
|
|
|
|
bool simulate_physics = false;
|
|
bool _internal_simulate_physics = false;
|
|
|
|
void _find_skeleton_parent();
|
|
void _find_joint_child();
|
|
void _auto_configure_joint();
|
|
|
|
void _start_physics_simulation();
|
|
void _stop_physics_simulation();
|
|
void _position_at_bone2d();
|
|
|
|
public:
|
|
Joint2D *get_joint() const;
|
|
bool get_auto_configure_joint() const;
|
|
void set_auto_configure_joint(bool p_auto_configure);
|
|
|
|
void set_simulate_physics(bool p_simulate);
|
|
bool get_simulate_physics() const;
|
|
bool is_simulating_physics() const;
|
|
|
|
void set_bone2d_nodepath(const NodePath &p_nodepath);
|
|
NodePath get_bone2d_nodepath() const;
|
|
void set_bone2d_index(int p_bone_idx);
|
|
int get_bone2d_index() const;
|
|
void set_follow_bone_when_simulating(bool p_follow);
|
|
bool get_follow_bone_when_simulating() const;
|
|
|
|
TypedArray<String> get_configuration_warnings() const override;
|
|
|
|
PhysicalBone2D();
|
|
~PhysicalBone2D();
|
|
};
|
|
|
|
#endif // PHYSICAL_BONE_2D_H
|