pandemonium_engine/scene
Relintai 521934ff55 Ported from Godot4: New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
- TwistedTwigleg
8aa3c2f091
2022-08-18 18:47:30 +02:00
..
2d Ported from Godot4: New and improved IK system for Skeleton2D 2022-08-18 18:47:30 +02:00
3d Moved a few more core classes. 2022-08-17 17:43:49 +02:00
animation Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
audio Moved a few more core classes. 2022-08-17 17:43:49 +02:00
debugger Moved base input related classes to core/input. 2022-08-17 17:02:24 +02:00
gui Added _theme_ infix to the theme helper methods in Control. 2022-08-17 20:57:16 +02:00
main Ported from Godot4: New and improved IK system for Skeleton2D 2022-08-18 18:47:30 +02:00
resources Ported from Godot4: New and improved IK system for Skeleton2D 2022-08-18 18:47:30 +02:00
property_utils.cpp Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
property_utils.h Clang format all files. 2022-03-18 19:00:13 +01:00
register_scene_types.cpp Ported from Godot4: New and improved IK system for Skeleton2D 2022-08-18 18:47:30 +02:00
register_scene_types.h Clang format all files. 2022-03-18 19:00:13 +01:00
scene_string_names.cpp Backported from Godot4: Implemented SkeletonEditorGizmo. 2022-08-11 17:31:02 +02:00
scene_string_names.h Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
SCsub Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00