function __Bone(parent = noone, distance = 0, direction = 0, angle = 0, length = 0, node = noone) constructor { ID = UUID_generate(); self.name = "New bone"; self.distance = distance; self.direction = direction; self.angle = angle; self.length = length; self.node = node; init_length = length; init_angle = angle; pose_angle = 0; pose_scale = 1; pose_posit = [ 0, 0 ]; pose_local_angle = 0; pose_local_scale = 1; pose_local_posit = [ 0, 0 ]; apply_scale = true; apply_rotation = true; self.is_main = false; self.parent_anchor = true; self.childs = []; tb_name = new textBox(TEXTBOX_INPUT.text, function(_name) { name = _name; if(node) node.triggerRender(); }); tb_name.font = f_p2; tb_name.hide = true; updated = false; IKlength = 0; IKTargetID = ""; IKTarget = noone; freeze_data = {}; self.parent = parent; if(parent != noone) { distance = parent.length; direction = parent.angle; } static addChild = function(bone) { #region array_push(childs, bone); bone.parent = self; return self; } #endregion static childCount = function() { #region var amo = array_length(childs); for( var i = 0, n = array_length(childs); i < n; i++ ) amo += childs[i].childCount(); return amo; } #endregion static freeze = function() { #region freeze_data = { angle: angle, length: length, distance: distance, direction: direction } for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].freeze(); } #endregion static findBone = function(_id) { #region if(ID == _id) return self; for( var i = 0, n = array_length(childs); i < n; i++ ) { var b = childs[i].findBone(_id); if(b != noone) return b; } return noone; } #endregion static findBoneByName = function(_name) { #region //print($"Print {string_length(string_trim(name))} : {string_length(string_trim(_name))}"); if(string_trim(name) == string_trim(_name)) return self; for( var i = 0, n = array_length(childs); i < n; i++ ) { var b = childs[i].findBoneByName(_name); if(b != noone) return b; } return noone; } #endregion static getPoint = function(progress, pose = true) { #region var _len = pose? length : init_length; var _ang = pose? angle : init_angle; var len = _len * progress; if(parent == noone) return new __vec2(lengthdir_x(distance, direction), lengthdir_y(distance, direction)) .addElement(lengthdir_x(len, _ang), lengthdir_y(len, _ang)); if(parent_anchor) { var p = parent.getPoint(1, pose) .addElement(lengthdir_x(len, _ang), lengthdir_y(len, _ang)) return p; } var p = parent.getPoint(0, pose) .addElement(lengthdir_x(distance, direction), lengthdir_y(distance, direction)) .addElement(lengthdir_x(len, _ang), lengthdir_y(len, _ang)) return p; } #endregion static draw = function(attributes, edit = false, _x = 0, _y = 0, _s = 1, _mx = 0, _my = 0, hovering = noone, selecting = noone) { #region var hover = _drawBone(attributes, edit, _x, _y, _s, _mx, _my, hovering, selecting); drawControl(attributes); return hover; } #endregion control_x0 = 0; control_y0 = 0; control_i0 = 0; control_x1 = 0; control_y1 = 0; control_i1 = 0; static _drawBone = function(attributes, edit = false, _x = 0, _y = 0, _s = 1, _mx = 0, _my = 0, hovering = noone, selecting = noone) { #region var hover = noone; var p0 = getPoint(0); var p1 = getPoint(1); p0.x = _x + p0.x * _s; p0.y = _y + p0.y * _s; p1.x = _x + p1.x * _s; p1.y = _y + p1.y * _s; control_x0 = p0.x; control_y0 = p0.y; control_x1 = p1.x; control_y1 = p1.y; if(parent != noone) { if(selecting && selecting.ID == self.ID) { draw_set_color(COLORS._main_value_positive); draw_set_alpha(0.75); } else if(hovering != noone && hovering[0].ID == self.ID && hovering[1] == 2) { draw_set_color(c_white); draw_set_alpha(1); } else { draw_set_color(COLORS._main_accent); draw_set_alpha(0.75); } if(IKlength == 0) { if(!parent_anchor && parent.parent != noone) { var _p = parent.getPoint(0); _p.x = _x + _p.x * _s; _p.y = _y + _p.y * _s; draw_line_dashed(_p.x, _p.y, p0.x, p0.y, 1); } if(attributes.display_bone == 0) { var _ppx = lerp(p0.x, p1.x, 0.2); var _ppy = lerp(p0.y, p1.y, 0.2); draw_line_width2(p0.x, p0.y, _ppx, _ppy, 2 * pose_scale, 12 * pose_scale); draw_line_width2(_ppx, _ppy, p1.x, p1.y, 12 * pose_scale, 2 * pose_scale); if((edit & 0b100) && distance_to_line(_mx, _my, p0.x, p0.y, p1.x, p1.y) <= 12) //drag bone hover = [ self, 2, p0 ]; } else if(attributes.display_bone == 1) { draw_line_width(p0.x, p0.y, p1.x, p1.y, 3); if((edit & 0b100) && distance_to_line(_mx, _my, p0.x, p0.y, p1.x, p1.y) <= 6) //drag bone hover = [ self, 2, p0 ]; } } else { draw_set_color(c_white); if(!parent_anchor && parent.parent != noone) { var _p = parent.getPoint(1); _p.x = _x + _p.x * _s; _p.y = _y + _p.y * _s; draw_line_dashed(_p.x, _p.y, p0.x, p0.y, 1); } draw_sprite_ui(THEME.preview_bone_IK, 0, p0.x, p0.y,,,, c_white, draw_get_alpha()); if((edit & 0b100) && point_in_circle(_mx, _my, p0.x, p0.y, 24)) hover = [ self, 2, p0 ]; } draw_set_alpha(1.00); if(attributes.display_name && IKlength == 0) { if(abs(p0.y - p1.y) < abs(p0.x - p1.x)) { draw_set_text(f_p3, fa_center, fa_bottom, COLORS._main_accent); draw_text_add((p0.x + p1.x) / 2, (p0.y + p1.y) / 2 - 4, name); } else { draw_set_text(f_p3, fa_left, fa_center, COLORS._main_accent); draw_text_add((p0.x + p1.x) / 2 + 4, (p0.y + p1.y) / 2, name); } } if(IKlength == 0) { if(!parent_anchor) { control_i0 = (hovering != noone && hovering[0] == self && hovering[1] == 0)? 0 : 2; if((edit & 0b001) && point_in_circle(_mx, _my, p0.x, p0.y, ui(16))) //drag head hover = [ self, 0, p0 ]; } control_i1 = (hovering != noone && hovering[0] == self && hovering[1] == 1)? 0 : 2; if((edit & 0b010) && point_in_circle(_mx, _my, p1.x, p1.y, ui(16))) //drag tail hover = [ self, 1, p1 ]; } } for( var i = 0, n = array_length(childs); i < n; i++ ) { var h = childs[i]._drawBone(attributes, edit, _x, _y, _s, _mx, _my, hovering, selecting); if(hover == noone && h != noone) hover = h; } return hover; } #endregion static drawControl = function(attributes) { #region if(parent != noone && IKlength == 0) { var spr, ind0, ind1; if(attributes.display_bone == 0) { if(!parent_anchor) draw_sprite_colored(THEME.anchor_selector, control_i0, control_x0, control_y0); draw_sprite_colored(THEME.anchor_selector, control_i1, control_x1, control_y1); } else { if(!parent_anchor) draw_sprite_ext(THEME.anchor_bone_stick, control_i0 / 2, control_x0, control_y0, 1, 1, 0, COLORS._main_accent, 1); draw_sprite_ext(THEME.anchor_bone_stick, control_i1 / 2, control_x1, control_y1, 1, 1, 0, COLORS._main_accent, 1); } } for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].drawControl(attributes); } #endregion static resetPose = function() { #region pose_angle = 0; pose_scale = 1; pose_posit = [ 0, 0 ]; for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].resetPose(); } #endregion static setPose = function(_position = [ 0, 0 ], _angle = 0, _scale = 1) { #region setPoseTransform(_position, _angle, _scale); setIKconstrain(); } #endregion static setPoseTransform = function(_position = [ 0, 0 ], _angle = 0, _scale = 1) { #region if(is_main) { for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].setPoseTransform(_position, _angle, _scale); return; } pose_posit[0] += _position[0]; pose_posit[1] += _position[1]; if(apply_rotation) pose_angle += _angle; if(apply_scale) pose_scale *= _scale; pose_local_angle = pose_angle; pose_local_scale = pose_scale; pose_local_posit = pose_posit; var _x = lengthdir_x(distance, direction) + pose_posit[0]; var _y = lengthdir_y(distance, direction) + pose_posit[1]; direction = point_direction(0, 0, _x, _y) + _angle; distance = point_distance(0, 0, _x, _y) * _scale; init_length = length; init_angle = angle; angle += pose_angle; length *= pose_scale; for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].setPoseTransform(_position, pose_angle, pose_scale); } #endregion static setIKconstrain = function() { #region if(IKlength > 0 && IKTarget != noone) { var points = array_create(IKlength + 1); var lengths = array_create(IKlength); var bones = array_create(IKlength); var bn = IKTarget; for( var i = IKlength; i > 0; i-- ) { var _p = bn.getPoint(1); bones[i - 1] = bn; points[i] = { x: _p.x, y: _p.y }; bn = bn.parent; } _p = bn.getPoint(1); points[0] = { x: _p.x, y: _p.y }; for( var i = 0; i < IKlength; i++ ) { var p0 = points[i]; var p1 = points[i + 1]; lengths[i] = point_distance(p0.x, p0.y, p1.x, p1.y); } var p = parent.getPoint(0); p.x += lengthdir_x(distance, direction); p.y += lengthdir_y(distance, direction); FABRIK(bones, points, lengths, p.x, p.y); } for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].setIKconstrain(); } #endregion FABRIK_result = []; static FABRIK = function(bones, points, lengths, dx, dy) { #region var threshold = 0.01; var _bo = array_create(array_length(points)); for( var i = 0, n = array_length(points); i < n; i++ ) _bo[i] = { x: points[i].x, y: points[i].y }; var sx = points[0].x; var sy = points[0].y; var itr = 0; do { FABRIK_backward(points, lengths, dx, dy); FABRIK_forward(points, lengths, sx, sy); var delta = 0; var _bn = array_create(array_length(points)); for( var i = 0, n = array_length(points); i < n; i++ ) { _bn[i] = { x: points[i].x, y: points[i].y }; delta += point_distance(_bo[i].x, _bo[i].y, _bn[i].x, _bn[i].y); } _bo = _bn; if(++itr >= 64) break; } until(delta <= threshold); for( var i = 0, n = array_length(points) - 1; i < n; i++ ) { var bone = bones[i]; var p0 = points[i]; var p1 = points[i + 1]; var dir = point_direction(p0.x, p0.y, p1.x, p1.y); bone.angle = dir; FABRIK_result[i] = p0; } FABRIK_result[i] = p1; } #endregion static FABRIK_backward = function(points, lengths, dx, dy) { #region var tx = dx; var ty = dy; for( var i = array_length(points) - 1; i > 0; i-- ) { var p1 = points[i]; var p0 = points[i - 1]; var len = lengths[i - 1]; var dir = point_direction(tx, ty, p0.x, p0.y); p1.x = tx; p1.y = ty; p0.x = p1.x + lengthdir_x(len, dir); p0.y = p1.y + lengthdir_y(len, dir); tx = p0.x; ty = p0.y; } } #endregion static FABRIK_forward = function(points, lengths, sx, sy) { #region var tx = sx; var ty = sy; for( var i = 0, n = array_length(points) - 1; i < n; i++ ) { var p0 = points[i]; var p1 = points[i + 1]; var len = lengths[i]; var dir = point_direction(tx, ty, p1.x, p1.y); p0.x = tx; p0.y = ty; p1.x = p0.x + lengthdir_x(len, dir); p1.y = p0.y + lengthdir_y(len, dir); tx = p1.x; ty = p1.y; } } #endregion static __getBBOX = function() { #region var p0 = getPoint(0); var p1 = getPoint(1); var x0 = min(p0.x, p1.x); var y0 = min(p0.y, p1.y); var x1 = max(p0.x, p1.x); var y1 = max(p0.y, p1.y); return [ x0, y0, x1, y1 ]; } #endregion static bbox = function() { #region var _bbox = __getBBOX(); //print($"BBOX: {_bbox}") for( var i = 0, n = array_length(childs); i < n; i++ ) { var _bbox_ch = childs[i].bbox(); //print($"BBOX ch: {_bbox_ch}") _bbox[0] = min(_bbox[0], _bbox_ch[0]); _bbox[1] = min(_bbox[1], _bbox_ch[1]); _bbox[2] = max(_bbox[2], _bbox_ch[2]); _bbox[3] = max(_bbox[3], _bbox_ch[3]); } return _bbox; } #endregion static serialize = function() { #region var bone = {}; bone.ID = ID; bone.name = name; bone.distance = distance; bone.direction = direction; bone.angle = angle; bone.length = length; bone.is_main = is_main; bone.parent_anchor = parent_anchor; bone.IKlength = IKlength; bone.IKTargetID = IKTargetID; bone.apply_rotation = apply_rotation; bone.apply_scale = apply_scale; bone.childs = []; for( var i = 0, n = array_length(childs); i < n; i++ ) bone.childs[i] = childs[i].serialize(); return bone; } #endregion static deserialize = function(bone, node) { #region ID = bone.ID; name = bone.name; distance = bone.distance; direction = bone.direction; angle = bone.angle; length = bone.length; is_main = bone.is_main; parent_anchor = bone.parent_anchor; self.node = node; IKlength = bone.IKlength; IKTargetID = struct_try_get(bone, "IKTargetID", ""); apply_rotation = bone.apply_rotation; apply_scale = bone.apply_scale; childs = []; for( var i = 0, n = array_length(bone.childs); i < n; i++ ) { var _b = new __Bone().deserialize(bone.childs[i], node); addChild(_b); } return self; } #endregion static connect = function() { #region IKTarget = noone; if(parent != noone && IKTargetID != "") IKTarget = parent.findBone(IKTargetID); for( var i = 0, n = array_length(childs); i < n; i++ ) childs[i].connect(); } #endregion static clone = function() { #region var _b = new __Bone(parent, distance, direction, angle, length); _b.ID = ID; _b.name = name; _b.is_main = is_main; _b.parent_anchor = parent_anchor; _b.IKlength = IKlength; _b.IKTargetID = IKTargetID; _b.apply_rotation = apply_rotation; _b.apply_scale = apply_scale; for( var i = 0, n = array_length(childs); i < n; i++ ) _b.addChild(childs[i].clone()); return _b; } #endregion static toString = function() { return $"Bone {name} [{ID}]"; } }