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Refactor function calculate_length_and_rotation()
from Skeleton2D
#83397
Refactor function calculate_length_and_rotation()
from Skeleton2D
#83397
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That's correct. A matter of preference / code style, not sure if one is preferred over the other in the Godot codebase.
Only under assumption that |
scene/2d/skeleton_2d.cpp
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// the length and direction. We will always just use the first Bone2D for this. | ||
bool calculated = false; | ||
int child_count = get_child_count(); | ||
if (child_count > 0) { |
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This if
is also not needed.
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Oooh, true! Will change it.
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Hmmm, I'm reading about So node position would work as global position when this is |
scene/2d/skeleton_2d.cpp
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Vector2 child_local_pos = to_local(child->get_global_position()); | ||
length = child_local_pos.length(); | ||
bone_angle = child_local_pos.normalized().angle(); |
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It's probably better to do:
length = (child->get_global_position() - get_global_position()).length();
bone_angle = to_local(child->get_global_position()).angle();
This will give us length scaled and probably help with scaling problems from others issues.
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Bone shapes would probably need to convert to absolute, because it uses RenderingServer::get_singleton()->canvas_item_add_polygon()
to draw it and seems to take scale sign in count somehow.
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It's probably better to do:
length = (child->get_global_position() - get_global_position()).length(); bone_angle = to_local(child->get_global_position()).angle();This will give us length scaled and probably help with scaling problems from others issues.
I'd say let's leave the behavior as is. AFAICT your original intent with this PR was to just improve readability.
To make Skeleton2D etc. work with negative scales (or in general with any transforms) probably all related calculations need a general revamp/rewrite to account for this. No point in making a small change only here which "maybe will help with other issues". Maybe it would help, maybe it would break things even more. 🙃 I think better not touch it without taking a look at the whole picture.
If changed, it should be properly justified why the given change is needed.
Bone shapes would probably need to convert to absolute, because it uses
RenderingServer::get_singleton()->canvas_item_add_polygon()
to draw it and seems to take scale sign in count somehow.
Canvas item rendering commands draw accoring to such canvas item's (final/combined) transform, yes. That's normal/expected.
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True, no intention of doing changes about this here, just registering thoughts (would have to review many Skeleton2DModification
to actually make this change).
If changed, it should be properly justified why the given change is needed.
Bone shapes would probably need to convert to absolute, because it uses
RenderingServer::get_singleton()->canvas_item_add_polygon()
to draw it and seems to take scale sign in count somehow.
I need to check if this works as I think before justifying anything.
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Added suggestion for some changes.
In general I would advise against opening such PRs/proposals though - changes are minimal and do not improve much. It makes more sense to do this kind of code cleanup alongside actual important changes, e.g. when fixing some bug in this file etc.
Of course thanks for the contribution / good intents! 🙂 All I'm saying is if you want to contribute it's better to focus on trying to fix even the smallest/simplest bugs rather than making small code-style type changes which don't change much in the end.
Nevertheless, with the suggested changes applied I can approve this.
scene/2d/skeleton_2d.cpp
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Vector2 child_local_pos = to_local(child->get_global_position()); | ||
length = child_local_pos.length(); | ||
bone_angle = child_local_pos.normalized().angle(); |
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It's probably better to do:
length = (child->get_global_position() - get_global_position()).length(); bone_angle = to_local(child->get_global_position()).angle();This will give us length scaled and probably help with scaling problems from others issues.
I'd say let's leave the behavior as is. AFAICT your original intent with this PR was to just improve readability.
To make Skeleton2D etc. work with negative scales (or in general with any transforms) probably all related calculations need a general revamp/rewrite to account for this. No point in making a small change only here which "maybe will help with other issues". Maybe it would help, maybe it would break things even more. 🙃 I think better not touch it without taking a look at the whole picture.
If changed, it should be properly justified why the given change is needed.
Bone shapes would probably need to convert to absolute, because it uses
RenderingServer::get_singleton()->canvas_item_add_polygon()
to draw it and seems to take scale sign in count somehow.
Canvas item rendering commands draw accoring to such canvas item's (final/combined) transform, yes. That's normal/expected.
scene/2d/skeleton_2d.cpp
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for (int i = 0; i < child_count; i++) { | ||
Bone2D *child = Object::cast_to<Bone2D>(get_child(i)); | ||
if (child) { | ||
Vector2 child_local_pos = to_local(child->get_global_position()); | ||
length = child_local_pos.length(); | ||
bone_angle = child_local_pos.normalized().angle(); |
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If you want to just simplify the code:
to_local
would calculate affine inverse every time it's called, so it makes sense to calculate it once outside the loop,- normalization is not needed for obtaining the angle.
for (int i = 0; i < child_count; i++) { | |
Bone2D *child = Object::cast_to<Bone2D>(get_child(i)); | |
if (child) { | |
Vector2 child_local_pos = to_local(child->get_global_position()); | |
length = child_local_pos.length(); | |
bone_angle = child_local_pos.normalized().angle(); | |
Transform2D global_inv = get_global_transform().affine_inverse(); | |
for (int i = 0; i < child_count; i++) { | |
Bone2D *child = Object::cast_to<Bone2D>(get_child(i)); | |
if (child) { | |
Vector2 child_local_pos = global_inv * child->get_global_position(); | |
length = child_local_pos.length(); | |
bone_angle = child_local_pos.angle(); |
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Did you mean global_inv.xform(child->get_global_position())
?
Is okay doing that? I don't know nothing about ERR_READ_THREAD_GUARD_V(Point2());
that is in Node2D::to_local
.
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Did you mean
global_inv.xform(child->get_global_position())
?
Oh! Yes, indeed. 👍
Is okay doing that? I don't know nothing about
ERR_READ_THREAD_GUARD_V(Point2());
that is inNode2D::to_local
.
It's also in CanvasItem::get_global_transform
and Node2D::get_global_position
, and in case these guards would fail the resulting child_local_pos
will end up being the same (result of Transform2D().xform(Vector2())
so Vector2()
). So yes, this seems okay / shouldn't change the behavior anyhow.
(Point2
/Size2
are just aliases for Vector2
, they're all the same thing)
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Make sense.
Updated!
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Make sense, It cost's a lot of maintainer's time to little gain. |
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Thanks! |
Based on: godotengine/godot-proposals#7472
Correct me if I'm wrong:
No need to convert your child global position to local position, right?to_local(child->get_global_position())
andchild->get_position()
give the same value, right?EDIT:
Remove first if condition because loop will check this condition.