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		73d85f46c9
		
	
	
	
	
		
			
			Co-authored-by: Thaddeus Crews <repiteo@outlook.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
		
			
				
	
	
		
			240 lines
		
	
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  skeleton_modification_2d.cpp                                          */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #include "skeleton_modification_2d.h"
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| #include "scene/2d/skeleton_2d.h"
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| 
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| #ifdef TOOLS_ENABLED
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| #include "editor/editor_settings.h"
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| #endif // TOOLS_ENABLED
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| 
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| ///////////////////////////////////////
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| // Modification2D
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| ///////////////////////////////////////
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| 
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| void SkeletonModification2D::_execute(float p_delta) {
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| 	GDVIRTUAL_CALL(_execute, p_delta);
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| 
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| 	if (!enabled) {
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| 		return;
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| 	}
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| }
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| 
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| void SkeletonModification2D::_setup_modification(SkeletonModificationStack2D *p_stack) {
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| 	stack = p_stack;
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| 	if (stack) {
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| 		is_setup = true;
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| 	} else {
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| 		WARN_PRINT("Could not setup modification with name " + get_name());
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| 	}
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| 
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| 	GDVIRTUAL_CALL(_setup_modification, Ref<SkeletonModificationStack2D>(p_stack));
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| }
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| 
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| void SkeletonModification2D::_draw_editor_gizmo() {
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| 	GDVIRTUAL_CALL(_draw_editor_gizmo);
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| }
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| 
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| void SkeletonModification2D::set_enabled(bool p_enabled) {
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| 	enabled = p_enabled;
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| 
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| #ifdef TOOLS_ENABLED
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| 	if (editor_draw_gizmo) {
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| 		if (stack) {
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| 			stack->set_editor_gizmos_dirty(true);
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| 		}
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| 	}
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| #endif // TOOLS_ENABLED
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| }
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| 
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| bool SkeletonModification2D::get_enabled() {
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| 	return enabled;
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| }
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| 
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| float SkeletonModification2D::clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert) {
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| 	// Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
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| 	if (p_angle < 0) {
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| 		p_angle = Math_TAU + p_angle;
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| 	}
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| 
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| 	// Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
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| 	if (p_min_bound < 0) {
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| 		p_min_bound = Math_TAU + p_min_bound;
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| 	}
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| 	if (p_max_bound < 0) {
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| 		p_max_bound = Math_TAU + p_max_bound;
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| 	}
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| 	if (p_min_bound > p_max_bound) {
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| 		SWAP(p_min_bound, p_max_bound);
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| 	}
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| 
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| 	bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound);
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| 	bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound);
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| 
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| 	// Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
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| 	if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) {
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| 		Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
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| 		Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
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| 		Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));
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| 
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| 		if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
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| 			p_angle = p_min_bound;
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| 		} else {
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| 			p_angle = p_max_bound;
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| 		}
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| 	}
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| 
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| 	return p_angle;
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| }
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| 
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| void SkeletonModification2D::editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound,
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| 		bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted) {
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| 	if (!p_operation_bone) {
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| 		return;
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| 	}
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| 
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| 	Color bone_ik_color = Color(1.0, 0.65, 0.0, 0.4);
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		bone_ik_color = EDITOR_GET("editors/2d/bone_ik_color");
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| 	}
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| #endif // TOOLS_ENABLED
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| 
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| 	float arc_angle_min = p_min_bound;
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| 	float arc_angle_max = p_max_bound;
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| 	if (arc_angle_min < 0) {
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| 		arc_angle_min = (Math_PI * 2) + arc_angle_min;
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| 	}
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| 	if (arc_angle_max < 0) {
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| 		arc_angle_max = (Math_PI * 2) + arc_angle_max;
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| 	}
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| 	if (arc_angle_min > arc_angle_max) {
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| 		SWAP(arc_angle_min, arc_angle_max);
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| 	}
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| 	arc_angle_min += p_operation_bone->get_bone_angle();
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| 	arc_angle_max += p_operation_bone->get_bone_angle();
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| 
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| 	if (p_constraint_enabled) {
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| 		if (p_constraint_in_localspace) {
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| 			Node *operation_bone_parent = p_operation_bone->get_parent();
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| 			Bone2D *operation_bone_parent_bone = Object::cast_to<Bone2D>(operation_bone_parent);
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| 
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| 			if (operation_bone_parent_bone) {
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| 				stack->skeleton->draw_set_transform(
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| 						stack->skeleton->to_local(p_operation_bone->get_global_position()),
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| 						operation_bone_parent_bone->get_global_rotation() - stack->skeleton->get_global_rotation());
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| 			} else {
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| 				stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position()));
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| 			}
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| 		} else {
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| 			stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position()));
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| 		}
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| 
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| 		if (p_constraint_inverted) {
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| 			stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(),
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| 					arc_angle_min + (Math_PI * 2), arc_angle_max, 32, bone_ik_color, 1.0);
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| 		} else {
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| 			stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(),
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| 					arc_angle_min, arc_angle_max, 32, bone_ik_color, 1.0);
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| 		}
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| 		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);
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| 		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);
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| 
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| 	} else {
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| 		stack->skeleton->draw_set_transform(stack->skeleton->to_local(p_operation_bone->get_global_position()));
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| 		stack->skeleton->draw_arc(Vector2(0, 0), p_operation_bone->get_length(), 0, Math_PI * 2, 32, bone_ik_color, 1.0);
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| 		stack->skeleton->draw_line(Vector2(0, 0), Vector2(1, 0) * p_operation_bone->get_length(), bone_ik_color, 1.0);
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| 	}
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| }
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| 
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| Ref<SkeletonModificationStack2D> SkeletonModification2D::get_modification_stack() {
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| 	return stack;
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| }
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| 
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| void SkeletonModification2D::set_is_setup(bool p_setup) {
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| 	is_setup = p_setup;
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| }
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| 
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| bool SkeletonModification2D::get_is_setup() const {
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| 	return is_setup;
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| }
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| 
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| void SkeletonModification2D::set_execution_mode(int p_mode) {
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| 	execution_mode = p_mode;
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| }
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| 
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| int SkeletonModification2D::get_execution_mode() const {
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| 	return execution_mode;
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| }
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| 
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| void SkeletonModification2D::set_editor_draw_gizmo(bool p_draw_gizmo) {
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| 	editor_draw_gizmo = p_draw_gizmo;
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| #ifdef TOOLS_ENABLED
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| 	if (is_setup) {
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| 		if (stack) {
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| 			stack->set_editor_gizmos_dirty(true);
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| 		}
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| 	}
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| #endif // TOOLS_ENABLED
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| }
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| 
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| bool SkeletonModification2D::get_editor_draw_gizmo() const {
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| 	return editor_draw_gizmo;
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| }
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| 
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| void SkeletonModification2D::_bind_methods() {
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| 	GDVIRTUAL_BIND(_execute, "delta");
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| 	GDVIRTUAL_BIND(_setup_modification, "modification_stack")
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| 	GDVIRTUAL_BIND(_draw_editor_gizmo)
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| 
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| 	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification2D::set_enabled);
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| 	ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification2D::get_enabled);
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| 	ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification2D::get_modification_stack);
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| 	ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification2D::set_is_setup);
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| 	ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification2D::get_is_setup);
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| 	ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification2D::set_execution_mode);
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| 	ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification2D::get_execution_mode);
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| 	ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification2D::clamp_angle);
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| 	ClassDB::bind_method(D_METHOD("set_editor_draw_gizmo", "draw_gizmo"), &SkeletonModification2D::set_editor_draw_gizmo);
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| 	ClassDB::bind_method(D_METHOD("get_editor_draw_gizmo"), &SkeletonModification2D::get_editor_draw_gizmo);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
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| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode");
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| }
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| 
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| void SkeletonModification2D::reset_state() {
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| 	stack = nullptr;
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| 	is_setup = false;
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| }
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| 
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| SkeletonModification2D::SkeletonModification2D() {
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| 	stack = nullptr;
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| 	is_setup = false;
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| }
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