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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
96 lines
3.5 KiB
XML
96 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton2D" inherits="Node2D" version="3.5">
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<brief_description>
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Skeleton for 2D characters and animated objects.
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</brief_description>
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<description>
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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="execute_modifications">
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<return type="void">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<argument index="1" name="execution_mode" type="int">
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</argument>
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<description>
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Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned.
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</description>
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</method>
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<method name="get_bone">
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<return type="Bone2D" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
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</description>
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</method>
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<method name="get_bone_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
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</method>
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<method name="get_bone_local_pose_override">
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<return type="Transform2D">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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Returns the local pose override transform for [code]bone_idx[/code].
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</description>
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</method>
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<method name="get_modification_stack" qualifiers="const">
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<return type="SkeletonModificationStack2D">
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</return>
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<description>
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Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
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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="RID" />
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<description>
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Returns the [RID] of a Skeleton2D instance.
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</description>
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</method>
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<method name="set_bone_local_pose_override">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="override_pose" type="Transform2D">
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</argument>
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<argument index="2" name="strength" type="float">
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</argument>
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<argument index="3" name="persistent" type="bool">
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</argument>
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<description>
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Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
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[code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
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[b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [code]bone_idx[/code]!
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</description>
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</method>
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<method name="set_modification_stack">
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<return type="void">
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</return>
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<argument index="0" name="modification_stack" type="SkeletonModificationStack2D">
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</argument>
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<description>
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Sets the [SkeletonModificationStack2D] attached to this skeleton.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="bone_setup_changed">
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<description>
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Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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