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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
8aa3c2f091
90 lines
4.3 KiB
XML
90 lines
4.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModificationStack2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A resource that holds a stack of [SkeletonModification2D]s.
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</brief_description>
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<description>
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This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
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This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
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This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_modification">
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<return type="void" />
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<param index="0" name="modification" type="SkeletonModification2D" />
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<description>
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Adds the passed-in [SkeletonModification2D] to the stack.
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</description>
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</method>
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<method name="delete_modification">
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<return type="void" />
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<param index="0" name="mod_idx" type="int" />
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<description>
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Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
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</description>
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</method>
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<method name="enable_all_modifications">
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<return type="void" />
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<param index="0" name="enabled" type="bool" />
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<description>
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Enables all [SkeletonModification2D]s in the stack.
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</description>
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</method>
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<method name="execute">
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<param index="1" name="execution_mode" type="int" />
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<description>
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Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count].
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[b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
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</description>
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</method>
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<method name="get_is_setup" qualifiers="const">
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<return type="bool" />
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<description>
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Returns a boolean that indicates whether the modification stack is setup and can execute.
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</description>
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</method>
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<method name="get_modification" qualifiers="const">
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<return type="SkeletonModification2D" />
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<param index="0" name="mod_idx" type="int" />
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<description>
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Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx].
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</description>
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</method>
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<method name="get_skeleton" qualifiers="const">
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<return type="Skeleton2D" />
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<description>
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Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
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</description>
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</method>
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<method name="set_modification">
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<return type="void" />
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<param index="0" name="mod_idx" type="int" />
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<param index="1" name="modification" type="SkeletonModification2D" />
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<description>
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Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
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</description>
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</method>
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<method name="setup">
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<return type="void" />
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<description>
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Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
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</description>
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</method>
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</methods>
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<members>
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<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false">
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If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
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</member>
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<member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0">
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The number of modifications in the stack.
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</member>
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<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
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The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.
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</member>
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</members>
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</class>
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