godot/scene/resources/skeleton_modification_2d_lookat.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

408 lines
16 KiB
C++

/**************************************************************************/
/* skeleton_modification_2d_lookat.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 */
/* 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. */
/**************************************************************************/
#include "skeleton_modification_2d_lookat.h"
#include "scene/2d/skeleton_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif // TOOLS_ENABLED
bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("enable_constraint")) {
set_enable_constraint(p_value);
} else if (path.begins_with("constraint_angle_min")) {
set_constraint_angle_min(Math::deg_to_rad(float(p_value)));
} else if (path.begins_with("constraint_angle_max")) {
set_constraint_angle_max(Math::deg_to_rad(float(p_value)));
} else if (path.begins_with("constraint_angle_invert")) {
set_constraint_angle_invert(p_value);
} else if (path.begins_with("constraint_in_localspace")) {
set_constraint_in_localspace(p_value);
} else if (path.begins_with("additional_rotation")) {
set_additional_rotation(Math::deg_to_rad(float(p_value)));
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor/draw_gizmo")) {
set_editor_draw_gizmo(p_value);
}
#endif // TOOLS_ENABLED
return true;
}
bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("enable_constraint")) {
r_ret = get_enable_constraint();
} else if (path.begins_with("constraint_angle_min")) {
r_ret = Math::rad_to_deg(get_constraint_angle_min());
} else if (path.begins_with("constraint_angle_max")) {
r_ret = Math::rad_to_deg(get_constraint_angle_max());
} else if (path.begins_with("constraint_angle_invert")) {
r_ret = get_constraint_angle_invert();
} else if (path.begins_with("constraint_in_localspace")) {
r_ret = get_constraint_in_localspace();
} else if (path.begins_with("additional_rotation")) {
r_ret = Math::rad_to_deg(get_additional_rotation());
}
#ifdef TOOLS_ENABLED
if (path.begins_with("editor/draw_gizmo")) {
r_ret = get_editor_draw_gizmo();
}
#endif // TOOLS_ENABLED
return true;
}
void SkeletonModification2DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, "enable_constraint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (enable_constraint) {
p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_min", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_max", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_angle_invert", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_in_localspace", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
p_list->push_back(PropertyInfo(Variant::FLOAT, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
p_list->push_back(PropertyInfo(Variant::BOOL, "editor/draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
#endif // TOOLS_ENABLED
}
void SkeletonModification2DLookAt::_execute(float p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (!enabled) {
return;
}
if (target_node_cache.is_null()) {
WARN_PRINT_ONCE("Target cache is out of date. Attempting to update...");
update_target_cache();
return;
}
if (bone2d_node_cache.is_null() && !bone2d_node.is_empty()) {
update_bone2d_cache();
WARN_PRINT_ONCE("Bone2D node cache is out of date. Attempting to update...");
return;
}
if (target_node_reference == nullptr) {
target_node_reference = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
}
if (!target_node_reference || !target_node_reference->is_inside_tree()) {
ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!");
return;
}
if (bone_idx <= -1) {
ERR_PRINT_ONCE("Bone index is invalid. Cannot execute modification!");
return;
}
Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx);
if (operation_bone == nullptr) {
ERR_PRINT_ONCE("bone_idx for modification does not point to a valid bone! Cannot execute modification");
return;
}
Transform2D operation_transform = operation_bone->get_global_transform();
Transform2D target_trans = target_node_reference->get_global_transform();
// Look at the target!
operation_transform = operation_transform.looking_at(target_trans.get_origin());
// Apply whatever scale it had prior to looking_at
operation_transform.set_scale(operation_bone->get_global_scale());
// Account for the direction the bone faces in:
operation_transform.set_rotation(operation_transform.get_rotation() - operation_bone->get_bone_angle());
// Apply additional rotation
operation_transform.set_rotation(operation_transform.get_rotation() + additional_rotation);
// Apply constraints in globalspace:
if (enable_constraint && !constraint_in_localspace) {
operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert));
}
// Convert from a global transform to a local transform via the Bone2D node
operation_bone->set_global_transform(operation_transform);
operation_transform = operation_bone->get_transform();
// Apply constraints in localspace:
if (enable_constraint && constraint_in_localspace) {
operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert));
}
// Set the local pose override, and to make sure child bones are also updated, set the transform of the bone.
stack->skeleton->set_bone_local_pose_override(bone_idx, operation_transform, stack->strength, true);
operation_bone->set_transform(operation_transform);
}
void SkeletonModification2DLookAt::_setup_modification(SkeletonModificationStack2D *p_stack) {
stack = p_stack;
if (stack != nullptr) {
is_setup = true;
update_target_cache();
update_bone2d_cache();
}
}
void SkeletonModification2DLookAt::_draw_editor_gizmo() {
if (!enabled || !is_setup) {
return;
}
Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx);
editor_draw_angle_constraints(operation_bone, constraint_angle_min, constraint_angle_max,
enable_constraint, constraint_in_localspace, constraint_angle_invert);
}
void SkeletonModification2DLookAt::update_bone2d_cache() {
if (!is_setup || !stack) {
ERR_PRINT_ONCE("Cannot update Bone2D cache: modification is not properly setup!");
return;
}
bone2d_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(bone2d_node)) {
Node *node = stack->skeleton->get_node(bone2d_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update Bone2D cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update Bone2D cache: node is not in the scene tree!");
bone2d_node_cache = node->get_instance_id();
Bone2D *bone = Object::cast_to<Bone2D>(node);
if (bone) {
bone_idx = bone->get_index_in_skeleton();
} else {
ERR_FAIL_MSG("Error Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
}
// Set this to null so we update it
target_node_reference = nullptr;
}
}
}
}
void SkeletonModification2DLookAt::set_bone2d_node(const NodePath &p_target_node) {
bone2d_node = p_target_node;
update_bone2d_cache();
}
NodePath SkeletonModification2DLookAt::get_bone2d_node() const {
return bone2d_node;
}
int SkeletonModification2DLookAt::get_bone_index() const {
return bone_idx;
}
void SkeletonModification2DLookAt::set_bone_index(int p_bone_idx) {
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
if (is_setup && stack) {
if (stack->skeleton) {
ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
bone_idx = p_bone_idx;
bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
} else {
WARN_PRINT("Cannot verify the bone index for this modification...");
bone_idx = p_bone_idx;
}
} else {
WARN_PRINT("Cannot verify the bone index for this modification...");
bone_idx = p_bone_idx;
}
notify_property_list_changed();
}
void SkeletonModification2DLookAt::update_target_cache() {
if (!is_setup || !stack) {
ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!");
return;
}
target_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree()) {
if (stack->skeleton->has_node(target_node)) {
Node *node = stack->skeleton->get_node(target_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update target cache: node is not in the scene tree!");
target_node_cache = node->get_instance_id();
}
}
}
}
void SkeletonModification2DLookAt::set_target_node(const NodePath &p_target_node) {
target_node = p_target_node;
update_target_cache();
}
NodePath SkeletonModification2DLookAt::get_target_node() const {
return target_node;
}
float SkeletonModification2DLookAt::get_additional_rotation() const {
return additional_rotation;
}
void SkeletonModification2DLookAt::set_additional_rotation(float p_rotation) {
additional_rotation = p_rotation;
}
void SkeletonModification2DLookAt::set_enable_constraint(bool p_constraint) {
enable_constraint = p_constraint;
notify_property_list_changed();
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DLookAt::get_enable_constraint() const {
return enable_constraint;
}
void SkeletonModification2DLookAt::set_constraint_angle_min(float p_angle_min) {
constraint_angle_min = p_angle_min;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
float SkeletonModification2DLookAt::get_constraint_angle_min() const {
return constraint_angle_min;
}
void SkeletonModification2DLookAt::set_constraint_angle_max(float p_angle_max) {
constraint_angle_max = p_angle_max;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
float SkeletonModification2DLookAt::get_constraint_angle_max() const {
return constraint_angle_max;
}
void SkeletonModification2DLookAt::set_constraint_angle_invert(bool p_invert) {
constraint_angle_invert = p_invert;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DLookAt::get_constraint_angle_invert() const {
return constraint_angle_invert;
}
void SkeletonModification2DLookAt::set_constraint_in_localspace(bool p_constraint_in_localspace) {
constraint_in_localspace = p_constraint_in_localspace;
#ifdef TOOLS_ENABLED
if (stack && is_setup) {
stack->set_editor_gizmos_dirty(true);
}
#endif // TOOLS_ENABLED
}
bool SkeletonModification2DLookAt::get_constraint_in_localspace() const {
return constraint_in_localspace;
}
void SkeletonModification2DLookAt::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone2d_node", "bone2d_nodepath"), &SkeletonModification2DLookAt::set_bone2d_node);
ClassDB::bind_method(D_METHOD("get_bone2d_node"), &SkeletonModification2DLookAt::get_bone2d_node);
ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification2DLookAt::set_bone_index);
ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification2DLookAt::get_bone_index);
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DLookAt::set_target_node);
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DLookAt::get_target_node);
ClassDB::bind_method(D_METHOD("set_additional_rotation", "rotation"), &SkeletonModification2DLookAt::set_additional_rotation);
ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification2DLookAt::get_additional_rotation);
ClassDB::bind_method(D_METHOD("set_enable_constraint", "enable_constraint"), &SkeletonModification2DLookAt::set_enable_constraint);
ClassDB::bind_method(D_METHOD("get_enable_constraint"), &SkeletonModification2DLookAt::get_enable_constraint);
ClassDB::bind_method(D_METHOD("set_constraint_angle_min", "angle_min"), &SkeletonModification2DLookAt::set_constraint_angle_min);
ClassDB::bind_method(D_METHOD("get_constraint_angle_min"), &SkeletonModification2DLookAt::get_constraint_angle_min);
ClassDB::bind_method(D_METHOD("set_constraint_angle_max", "angle_max"), &SkeletonModification2DLookAt::set_constraint_angle_max);
ClassDB::bind_method(D_METHOD("get_constraint_angle_max"), &SkeletonModification2DLookAt::get_constraint_angle_max);
ClassDB::bind_method(D_METHOD("set_constraint_angle_invert", "invert"), &SkeletonModification2DLookAt::set_constraint_angle_invert);
ClassDB::bind_method(D_METHOD("get_constraint_angle_invert"), &SkeletonModification2DLookAt::get_constraint_angle_invert);
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_node", "get_bone2d_node");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
}
SkeletonModification2DLookAt::SkeletonModification2DLookAt() {
stack = nullptr;
is_setup = false;
bone_idx = -1;
additional_rotation = 0;
enable_constraint = false;
constraint_angle_min = 0;
constraint_angle_max = Math_PI * 2;
constraint_angle_invert = false;
enabled = true;
editor_draw_gizmo = true;
}
SkeletonModification2DLookAt::~SkeletonModification2DLookAt() {
}