pandemonium_engine/scene/3d
Relintai 22ce231a4e Backported from Godot 4: New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- TwistedTwigleg
5ffed49907
Note: It still needs some work.
2022-08-10 01:01:38 +02:00
..
area.cpp Added StringName as a variant type, with eventually the help of 3c0059650d . 2022-03-21 21:29:06 +01:00
area.h Clang format all files. 2022-03-18 19:00:13 +01:00
audio_stream_player_3d.cpp Fix crash when passing null to AudioStreamPlayer::set_stream() 2022-07-25 18:09:39 +02:00
audio_stream_player_3d.h Clang format all files. 2022-03-18 19:00:13 +01:00
bone_attachment.cpp Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
bone_attachment.h Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
camera.cpp Ported: Add missing argument names in bindings - akien-mga 2022-07-25 23:51:34 +02:00
camera.h Clang format all files. 2022-03-18 19:00:13 +01:00
collision_object.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
collision_object.h Clang format all files. 2022-03-18 19:00:13 +01:00
collision_polygon.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
collision_polygon.h Clang format all files. 2022-03-18 19:00:13 +01:00
collision_shape.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
collision_shape.h Clang format all files. 2022-03-18 19:00:13 +01:00
cpu_particles.cpp Fix CPUParticles emission updating using physics interpolation 2022-07-26 15:03:37 +02:00
cpu_particles.h Fix CPUParticles emission updating using physics interpolation 2022-07-26 15:03:37 +02:00
cull_instance.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
cull_instance.h Clang format all files. 2022-03-18 19:00:13 +01:00
immediate_geometry.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
immediate_geometry.h Clang format all files. 2022-03-18 19:00:13 +01:00
importer_mesh_instance_3d.cpp Backported ImporterMesh and ImporterMeshInstance3D from Godot4. 2022-08-07 22:44:42 +02:00
importer_mesh_instance_3d.h Backported ImporterMesh and ImporterMeshInstance3D from Godot4. 2022-08-07 22:44:42 +02:00
interpolated_camera.cpp Ported: Add process_mode property to InterpolatedCamera - saneery 2022-07-29 17:19:58 +02:00
interpolated_camera.h Ported: Add process_mode property to InterpolatedCamera - saneery 2022-07-29 17:19:58 +02:00
label_3d.cpp Ported: Backport TextMesh and expose dynamic font vector outlines - bruvzg 2022-07-28 00:01:20 +02:00
label_3d.h Ported: Backport TextMesh and expose dynamic font vector outlines - bruvzg 2022-07-28 00:01:20 +02:00
light.cpp Ported: Fix editor-only visibility for lights 2022-07-29 19:28:33 +02:00
light.h Ported: Fix editor-only visibility for lights 2022-07-29 19:28:33 +02:00
listener.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
listener.h Clang format all files. 2022-03-18 19:00:13 +01:00
mesh_instance.cpp Renamed Skeleton's skeleton_updated signal to pose_updated to make the following backports that much easier. 2022-08-09 22:31:17 +02:00
mesh_instance.h Optimized Mesh Merging 2022-07-28 13:46:56 +02:00
multimesh_instance.cpp Moved more includes to cpp files. 2022-03-16 20:53:38 +01:00
multimesh_instance.h Clang format all files. 2022-03-18 19:00:13 +01:00
navigation_agent.cpp Group NavigationAgent properties 2022-07-29 16:30:15 +02:00
navigation_agent.h Ported: Add NavigationAgent desired path distance - smix8 2022-07-29 11:36:09 +02:00
navigation_mesh_instance.cpp Ported: [3.5] Update NavigationServer backport 2022-07-28 22:34:28 +02:00
navigation_mesh_instance.h Ported: [3.5] Update NavigationServer backport 2022-07-28 22:34:28 +02:00
navigation_obstacle.cpp Ported: Make Navigation Agents and Obstacles respect parent process mode 2022-07-27 20:07:55 +02:00
navigation_obstacle.h Ported: Make Navigation Agents and Obstacles respect parent process mode 2022-07-27 20:07:55 +02:00
navigation.cpp Ported: [3.5] Update NavigationServer backport 2022-07-28 22:34:28 +02:00
navigation.h Ported: [3.5] Update NavigationServer backport 2022-07-28 22:34:28 +02:00
occluder.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
occluder.h Clang format all files. 2022-03-18 19:00:13 +01:00
path.cpp Fix crash on NaN offset in path_follower 2d and 3d 2022-07-29 20:52:27 +02:00
path.h Clang format all files. 2022-03-18 19:00:13 +01:00
physics_body.cpp Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
physics_body.h Backported: Added feature to move physical bones with skeleton when not simulating physics. - AndreaCatania 2022-08-09 19:19:50 +02:00
physics_joint.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
physics_joint.h Clang format all files. 2022-03-18 19:00:13 +01:00
portal.cpp Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00
portal.h Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00
position_3d.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
position_3d.h Clang format all files. 2022-03-18 19:00:13 +01:00
proximity_group.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
proximity_group.h Clang format all files. 2022-03-18 19:00:13 +01:00
ray_cast.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
ray_cast.h Clang format all files. 2022-03-18 19:00:13 +01:00
reflection_probe.cpp Moved more includes to cpp files. 2022-03-17 09:07:18 +01:00
reflection_probe.h Clang format all files. 2022-03-18 19:00:13 +01:00
remote_transform.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
remote_transform.h Clang format all files. 2022-03-18 19:00:13 +01:00
room_group.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
room_group.h Clang format all files. 2022-03-18 19:00:13 +01:00
room_manager.cpp Portals - Allow more logging to be disabled 2022-07-29 22:37:46 +02:00
room_manager.h Portals - Allow more logging to be disabled 2022-07-29 22:37:46 +02:00
room.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
room.h Clang format all files. 2022-03-18 19:00:13 +01:00
SCsub Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
skeleton.cpp Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
skeleton.h Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
soft_body.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
soft_body.h Clang format all files. 2022-03-18 19:00:13 +01:00
spatial_velocity_tracker.cpp Backported: Rename iterations_per_second to physics_ticks_per_second - Calinou - 937c1a716c 2022-03-24 11:10:56 +01:00
spatial_velocity_tracker.h Clang format all files. 2022-03-18 19:00:13 +01:00
spatial.cpp Ported: Add global_translation and global_rotation to Spatial - foxydevloper 2022-07-29 21:02:00 +02:00
spatial.h Ported: Add global_translation and global_rotation to Spatial - foxydevloper 2022-07-29 21:02:00 +02:00
spring_arm.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
spring_arm.h Clang format all files. 2022-03-18 19:00:13 +01:00
sprite_3d.cpp Ported: Backport Label3D node implementation and Sprite*3D material render priority. - bruvzg 2022-07-27 23:40:35 +02:00
sprite_3d.h Ported: Backport Label3D node implementation and Sprite*3D material render priority. - bruvzg 2022-07-27 23:40:35 +02:00
vehicle_body.cpp Moved more includes to cpp files. 2022-03-17 19:35:23 +01:00
vehicle_body.h Clang format all files. 2022-03-18 19:00:13 +01:00
visibility_notifier.cpp VisibilityNotifier - add max_distance feature 2022-07-28 14:59:45 +02:00
visibility_notifier.h VisibilityNotifier - add max_distance feature 2022-07-28 14:59:45 +02:00
visual_instance.cpp Ported: Physics Interpolation - Reset on adding child to SceneTree. For convenience, branches added to the SceneTree now have physics interpolation reset after the first update of the transform to the VisualServer. - lawnjelly 2022-07-27 17:51:39 +02:00
visual_instance.h Clang format all files. 2022-03-18 19:00:13 +01:00
world_environment.cpp Clang format all files. 2022-03-18 19:00:13 +01:00
world_environment.h Clang format all files. 2022-03-18 19:00:13 +01:00