godot/scene/resources/skeleton_modification_2d_fabrik.h
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

109 lines
4.8 KiB
C++

/**************************************************************************/
/* 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/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