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- /**************************************************************************/
- /* skeleton_modification_2d_fabrik.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef SKELETON_MODIFICATION_2D_FABRIK_H
- #define SKELETON_MODIFICATION_2D_FABRIK_H
- #include "scene/2d/skeleton_2d.h"
- #include "scene/resources/2d/skeleton/skeleton_modification_2d.h"
- ///////////////////////////////////////
- // SkeletonModification2DFABRIK
- ///////////////////////////////////////
- class SkeletonModification2DFABRIK : public SkeletonModification2D {
- GDCLASS(SkeletonModification2DFABRIK, SkeletonModification2D);
- private:
- struct FABRIK_Joint_Data2D {
- int bone_idx = -1;
- NodePath bone2d_node;
- ObjectID bone2d_node_cache;
- Vector2 magnet_position = Vector2(0, 0);
- bool use_target_rotation = false;
- bool editor_draw_gizmo = true;
- };
- Vector<FABRIK_Joint_Data2D> fabrik_data_chain;
- // Unlike in 3D, we need a vector of Transform2D objects to perform FABRIK.
- // This is because FABRIK (unlike CCDIK) needs to operate on transforms that are NOT
- // affected by each other, making the transforms stored in Bone2D unusable, as well as those in Skeleton2D.
- // For this reason, this modification stores a vector of Transform2Ds used for the calculations, which are then applied at the end.
- Vector<Transform2D> fabrik_transform_chain;
- NodePath target_node;
- ObjectID target_node_cache;
- void update_target_cache();
- float chain_tolarance = 0.01;
- int chain_max_iterations = 10;
- int chain_iterations = 0;
- Transform2D target_global_pose;
- Transform2D origin_global_pose;
- void fabrik_joint_update_bone2d_cache(int p_joint_idx);
- void chain_backwards();
- void chain_forwards();
- 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;
- int get_fabrik_data_chain_length();
- void set_fabrik_data_chain_length(int p_new_length);
- void set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
- NodePath get_fabrik_joint_bone2d_node(int p_joint_idx) const;
- void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);
- int get_fabrik_joint_bone_index(int p_joint_idx) const;
- void set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position);
- Vector2 get_fabrik_joint_magnet_position(int p_joint_idx) const;
- void set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation);
- bool get_fabrik_joint_use_target_rotation(int p_joint_idx) const;
- SkeletonModification2DFABRIK();
- ~SkeletonModification2DFABRIK();
- };
- #endif // SKELETON_MODIFICATION_2D_FABRIK_H
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