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Relintai
521934ff55
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
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.. | ||
default_theme | ||
animation.cpp | ||
animation.h | ||
audio_stream_sample.cpp | ||
audio_stream_sample.h | ||
bit_map.cpp | ||
bit_map.h | ||
box_shape.cpp | ||
box_shape.h | ||
capsule_shape_2d.cpp | ||
capsule_shape_2d.h | ||
capsule_shape.cpp | ||
capsule_shape.h | ||
circle_shape_2d.cpp | ||
circle_shape_2d.h | ||
concave_polygon_shape_2d.cpp | ||
concave_polygon_shape_2d.h | ||
concave_polygon_shape.cpp | ||
concave_polygon_shape.h | ||
convex_polygon_shape_2d.cpp | ||
convex_polygon_shape_2d.h | ||
convex_polygon_shape.cpp | ||
convex_polygon_shape.h | ||
curve.cpp | ||
curve.h | ||
cylinder_shape.cpp | ||
cylinder_shape.h | ||
dynamic_font.cpp | ||
dynamic_font.h | ||
environment.cpp | ||
environment.h | ||
font.cpp | ||
font.h | ||
gradient.cpp | ||
gradient.h | ||
height_map_shape.cpp | ||
height_map_shape.h | ||
immediate_mesh.cpp | ||
immediate_mesh.h | ||
importer_mesh.cpp | ||
importer_mesh.h | ||
line_shape_2d.cpp | ||
line_shape_2d.h | ||
material.cpp | ||
material.h | ||
mesh_data_tool.cpp | ||
mesh_data_tool.h | ||
mesh.cpp | ||
mesh.h | ||
multimesh.cpp | ||
multimesh.h | ||
navigation_mesh.cpp | ||
navigation_mesh.h | ||
occluder_shape_polygon.cpp | ||
occluder_shape_polygon.h | ||
occluder_shape.cpp | ||
occluder_shape.h | ||
packed_scene.cpp | ||
packed_scene.h | ||
particles_material.cpp | ||
particles_material.h | ||
physics_material.cpp | ||
physics_material.h | ||
plane_shape.cpp | ||
plane_shape.h | ||
polygon_path_finder.cpp | ||
polygon_path_finder.h | ||
primitive_meshes.cpp | ||
primitive_meshes.h | ||
ray_shape.cpp | ||
ray_shape.h | ||
rectangle_shape_2d.cpp | ||
rectangle_shape_2d.h | ||
resource_format_text.cpp | ||
resource_format_text.h | ||
SCsub | ||
segment_shape_2d.cpp | ||
segment_shape_2d.h | ||
shader.cpp | ||
shader.h | ||
shape_2d.cpp | ||
shape_2d.h | ||
shape.cpp | ||
shape.h | ||
skeleton_modification_2d_ccdik.cpp | ||
skeleton_modification_2d_ccdik.h | ||
skeleton_modification_2d_fabrik.cpp | ||
skeleton_modification_2d_fabrik.h | ||
skeleton_modification_2d_jiggle.cpp | ||
skeleton_modification_2d_jiggle.h | ||
skeleton_modification_2d_lookat.cpp | ||
skeleton_modification_2d_lookat.h | ||
skeleton_modification_2d_physicalbones.cpp | ||
skeleton_modification_2d_physicalbones.h | ||
skeleton_modification_2d_stackholder.cpp | ||
skeleton_modification_2d_stackholder.h | ||
skeleton_modification_2d_twoboneik.cpp | ||
skeleton_modification_2d_twoboneik.h | ||
skeleton_modification_2d.cpp | ||
skeleton_modification_2d.h | ||
skeleton_modification_3d_ccdik.cpp | ||
skeleton_modification_3d_ccdik.h | ||
skeleton_modification_3d_fabrik.cpp | ||
skeleton_modification_3d_fabrik.h | ||
skeleton_modification_3d_jiggle.cpp | ||
skeleton_modification_3d_jiggle.h | ||
skeleton_modification_3d_lookat.cpp | ||
skeleton_modification_3d_lookat.h | ||
skeleton_modification_3d_stackholder.cpp | ||
skeleton_modification_3d_stackholder.h | ||
skeleton_modification_3d_twoboneik.cpp | ||
skeleton_modification_3d_twoboneik.h | ||
skeleton_modification_3d.cpp | ||
skeleton_modification_3d.h | ||
skeleton_modification_stack_2d.cpp | ||
skeleton_modification_stack_2d.h | ||
skeleton_modification_stack_3d.cpp | ||
skeleton_modification_stack_3d.h | ||
skin.cpp | ||
skin.h | ||
sky.cpp | ||
sky.h | ||
sphere_shape.cpp | ||
sphere_shape.h | ||
style_box.cpp | ||
style_box.h | ||
surface_tool.cpp | ||
surface_tool.h | ||
text_file.cpp | ||
text_file.h | ||
texture.cpp | ||
texture.h | ||
theme.cpp | ||
theme.h | ||
video_stream.h | ||
world_2d.cpp | ||
world_2d.h | ||
world.cpp | ||
world.h |