| 
									
										
										
										
											2023-01-05 13:25:55 +01:00
										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  skeleton_modification_stack_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    */ | 
					
						
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							|  |  |  | /*                                                                        */ | 
					
						
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							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  | #include "skeleton_modification_stack_2d.h"
 | 
					
						
							|  |  |  | #include "scene/2d/skeleton_2d.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::_get_property_list(List<PropertyInfo> *p_list) const { | 
					
						
							|  |  |  | 	for (int i = 0; i < modifications.size(); i++) { | 
					
						
							|  |  |  | 		p_list->push_back( | 
					
						
							|  |  |  | 				PropertyInfo(Variant::OBJECT, "modifications/" + itos(i), | 
					
						
							|  |  |  | 						PROPERTY_HINT_RESOURCE_TYPE, | 
					
						
							|  |  |  | 						"SkeletonModification2D", | 
					
						
							|  |  |  | 						PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool SkeletonModificationStack2D::_set(const StringName &p_path, const Variant &p_value) { | 
					
						
							|  |  |  | 	String path = p_path; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (path.begins_with("modifications/")) { | 
					
						
							|  |  |  | 		int mod_idx = path.get_slicec('/', 1).to_int(); | 
					
						
							|  |  |  | 		set_modification(mod_idx, p_value); | 
					
						
							|  |  |  | 		return true; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool SkeletonModificationStack2D::_get(const StringName &p_path, Variant &r_ret) const { | 
					
						
							|  |  |  | 	String path = p_path; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (path.begins_with("modifications/")) { | 
					
						
							|  |  |  | 		int mod_idx = path.get_slicec('/', 1).to_int(); | 
					
						
							|  |  |  | 		r_ret = get_modification(mod_idx); | 
					
						
							|  |  |  | 		return true; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::setup() { | 
					
						
							|  |  |  | 	if (is_setup) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (skeleton != nullptr) { | 
					
						
							|  |  |  | 		is_setup = true; | 
					
						
							|  |  |  | 		for (int i = 0; i < modifications.size(); i++) { | 
					
						
							|  |  |  | 			if (!modifications[i].is_valid()) { | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			modifications.get(i)->_setup_modification(this); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | 		set_editor_gizmos_dirty(true); | 
					
						
							|  |  |  | #endif // TOOLS_ENABLED
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		WARN_PRINT("Cannot setup SkeletonModificationStack2D: no Skeleton2D set!"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::execute(float p_delta, int p_execution_mode) { | 
					
						
							|  |  |  | 	ERR_FAIL_COND_MSG(!is_setup || skeleton == nullptr || is_queued_for_deletion(), | 
					
						
							|  |  |  | 			"Modification stack is not properly setup and therefore cannot execute!"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!skeleton->is_inside_tree()) { | 
					
						
							|  |  |  | 		ERR_PRINT_ONCE("Skeleton is not inside SceneTree! Cannot execute modification!"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!enabled) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < modifications.size(); i++) { | 
					
						
							|  |  |  | 		if (!modifications[i].is_valid()) { | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (modifications[i]->get_execution_mode() == p_execution_mode) { | 
					
						
							|  |  |  | 			modifications.get(i)->_execute(p_delta); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::draw_editor_gizmos() { | 
					
						
							|  |  |  | 	if (!is_setup) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (editor_gizmo_dirty) { | 
					
						
							|  |  |  | 		for (int i = 0; i < modifications.size(); i++) { | 
					
						
							|  |  |  | 			if (!modifications[i].is_valid()) { | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (modifications[i]->editor_draw_gizmo) { | 
					
						
							|  |  |  | 				modifications.get(i)->_draw_editor_gizmo(); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		skeleton->draw_set_transform(Vector2(0, 0)); | 
					
						
							|  |  |  | 		editor_gizmo_dirty = false; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::set_editor_gizmos_dirty(bool p_dirty) { | 
					
						
							|  |  |  | 	if (!is_setup) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!editor_gizmo_dirty && p_dirty) { | 
					
						
							|  |  |  | 		editor_gizmo_dirty = p_dirty; | 
					
						
							|  |  |  | 		if (skeleton) { | 
					
						
							| 
									
										
										
										
											2022-08-13 23:21:24 +02:00
										 |  |  | 			skeleton->queue_redraw(); | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 		} | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		editor_gizmo_dirty = p_dirty; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::enable_all_modifications(bool p_enabled) { | 
					
						
							|  |  |  | 	for (int i = 0; i < modifications.size(); i++) { | 
					
						
							|  |  |  | 		if (!modifications[i].is_valid()) { | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		modifications.get(i)->set_enabled(p_enabled); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Ref<SkeletonModification2D> SkeletonModificationStack2D::get_modification(int p_mod_idx) const { | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(p_mod_idx, modifications.size(), nullptr); | 
					
						
							|  |  |  | 	return modifications[p_mod_idx]; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::add_modification(Ref<SkeletonModification2D> p_mod) { | 
					
						
							| 
									
										
										
										
											2021-06-13 14:07:01 +08:00
										 |  |  | 	ERR_FAIL_COND(!p_mod.is_valid()); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 	p_mod->_setup_modification(this); | 
					
						
							|  |  |  | 	modifications.push_back(p_mod); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | 	set_editor_gizmos_dirty(true); | 
					
						
							|  |  |  | #endif // TOOLS_ENABLED
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::delete_modification(int p_mod_idx) { | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX(p_mod_idx, modifications.size()); | 
					
						
							| 
									
										
										
										
											2021-07-03 16:17:03 -06:00
										 |  |  | 	modifications.remove_at(p_mod_idx); | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | 	set_editor_gizmos_dirty(true); | 
					
						
							|  |  |  | #endif // TOOLS_ENABLED
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod) { | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX(p_mod_idx, modifications.size()); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-09-13 19:59:17 -07:00
										 |  |  | 	if (p_mod.is_null()) { | 
					
						
							|  |  |  | 		modifications.write[p_mod_idx] = Ref<SkeletonModification2D>(); | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 	} else { | 
					
						
							| 
									
										
										
										
											2022-09-13 19:59:17 -07:00
										 |  |  | 		modifications.write[p_mod_idx] = p_mod; | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 		p_mod->_setup_modification(this); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | 	set_editor_gizmos_dirty(true); | 
					
						
							|  |  |  | #endif // TOOLS_ENABLED
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::set_modification_count(int p_count) { | 
					
						
							| 
									
										
										
										
											2021-11-16 00:43:51 -05:00
										 |  |  | 	ERR_FAIL_COND_MSG(p_count < 0, "Modification count cannot be less than zero."); | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 	modifications.resize(p_count); | 
					
						
							|  |  |  | 	notify_property_list_changed(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | 	set_editor_gizmos_dirty(true); | 
					
						
							|  |  |  | #endif // TOOLS_ENABLED
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int SkeletonModificationStack2D::get_modification_count() const { | 
					
						
							|  |  |  | 	return modifications.size(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::set_skeleton(Skeleton2D *p_skeleton) { | 
					
						
							|  |  |  | 	skeleton = p_skeleton; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Skeleton2D *SkeletonModificationStack2D::get_skeleton() const { | 
					
						
							|  |  |  | 	return skeleton; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool SkeletonModificationStack2D::get_is_setup() const { | 
					
						
							|  |  |  | 	return is_setup; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::set_enabled(bool p_enabled) { | 
					
						
							|  |  |  | 	enabled = p_enabled; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool SkeletonModificationStack2D::get_enabled() const { | 
					
						
							|  |  |  | 	return enabled; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::set_strength(float p_strength) { | 
					
						
							|  |  |  | 	ERR_FAIL_COND_MSG(p_strength < 0, "Strength cannot be less than zero!"); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_MSG(p_strength > 1, "Strength cannot be more than one!"); | 
					
						
							|  |  |  | 	strength = p_strength; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | float SkeletonModificationStack2D::get_strength() const { | 
					
						
							|  |  |  | 	return strength; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SkeletonModificationStack2D::_bind_methods() { | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("setup"), &SkeletonModificationStack2D::setup); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("execute", "delta", "execution_mode"), &SkeletonModificationStack2D::execute); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("enable_all_modifications", "enabled"), &SkeletonModificationStack2D::enable_all_modifications); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("get_modification", "mod_idx"), &SkeletonModificationStack2D::get_modification); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("add_modification", "modification"), &SkeletonModificationStack2D::add_modification); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("delete_modification", "mod_idx"), &SkeletonModificationStack2D::delete_modification); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("set_modification", "mod_idx", "modification"), &SkeletonModificationStack2D::set_modification); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-10-08 23:26:13 +02:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("set_modification_count", "count"), &SkeletonModificationStack2D::set_modification_count); | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("get_modification_count"), &SkeletonModificationStack2D::get_modification_count); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModificationStack2D::get_is_setup); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModificationStack2D::set_enabled); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModificationStack2D::get_enabled); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("set_strength", "strength"), &SkeletonModificationStack2D::set_strength); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("get_strength"), &SkeletonModificationStack2D::get_strength); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModificationStack2D::get_skeleton); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0, 1, 0.001"), "set_strength", "get_strength"); | 
					
						
							| 
									
										
										
										
											2022-05-07 13:32:54 -07:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "modification_count", PROPERTY_HINT_RANGE, "0, 100, 1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Modifications,modifications/"), "set_modification_count", "get_modification_count"); | 
					
						
							| 
									
										
											  
											
												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.
											
										 
											2020-08-03 14:02:24 -04:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | SkeletonModificationStack2D::SkeletonModificationStack2D() { | 
					
						
							|  |  |  | } |