Path: blob/master/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.h
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/**************************************************************************/1/* skeleton_modification_2d_fabrik.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "scene/2d/skeleton_2d.h"33#include "scene/resources/2d/skeleton/skeleton_modification_2d.h"3435///////////////////////////////////////36// SkeletonModification2DFABRIK37///////////////////////////////////////3839class SkeletonModification2DFABRIK : public SkeletonModification2D {40GDCLASS(SkeletonModification2DFABRIK, SkeletonModification2D);4142private:43struct FABRIK_Joint_Data2D {44int bone_idx = -1;45NodePath bone2d_node;46ObjectID bone2d_node_cache;4748Vector2 magnet_position = Vector2(0, 0);49bool use_target_rotation = false;5051bool editor_draw_gizmo = true;52};5354Vector<FABRIK_Joint_Data2D> fabrik_data_chain;5556// Unlike in 3D, we need a vector of Transform2D objects to perform FABRIK.57// This is because FABRIK (unlike CCDIK) needs to operate on transforms that are NOT58// affected by each other, making the transforms stored in Bone2D unusable, as well as those in Skeleton2D.59// For this reason, this modification stores a vector of Transform2Ds used for the calculations, which are then applied at the end.60Vector<Transform2D> fabrik_transform_chain;6162NodePath target_node;63ObjectID target_node_cache;64void update_target_cache();6566float chain_tolarance = 0.01;67int chain_max_iterations = 10;68int chain_iterations = 0;69Transform2D target_global_pose;70Transform2D origin_global_pose;7172void fabrik_joint_update_bone2d_cache(int p_joint_idx);73void chain_backwards();74void chain_forwards();7576protected:77static void _bind_methods();78bool _set(const StringName &p_path, const Variant &p_value);79bool _get(const StringName &p_path, Variant &r_ret) const;80void _get_property_list(List<PropertyInfo> *p_list) const;8182public:83void _execute(float p_delta) override;84void _setup_modification(SkeletonModificationStack2D *p_stack) override;8586void set_target_node(const NodePath &p_target_node);87NodePath get_target_node() const;8889int get_fabrik_data_chain_length();90void set_fabrik_data_chain_length(int p_new_length);9192void set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);93NodePath get_fabrik_joint_bone2d_node(int p_joint_idx) const;94void set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx);95int get_fabrik_joint_bone_index(int p_joint_idx) const;9697void set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position);98Vector2 get_fabrik_joint_magnet_position(int p_joint_idx) const;99void set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation);100bool get_fabrik_joint_use_target_rotation(int p_joint_idx) const;101102SkeletonModification2DFABRIK();103~SkeletonModification2DFABRIK();104};105106107