mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
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
46 lines
3.5 KiB
XML
46 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="PhysicalBone2D" inherits="RigidDynamicBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A 2D node that can be used for physically aware bones in 2D.
|
|
</brief_description>
|
|
<description>
|
|
The [code]PhysicalBone2D[/code] node is a [RigidDynamicBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D.
|
|
[b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
|
|
[b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_joint" qualifiers="const">
|
|
<return type="Joint2D" />
|
|
<description>
|
|
Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make it easier to get the [Joint2D] that the [code]PhysicalBone2D[/code] is autoconfiguring.
|
|
</description>
|
|
</method>
|
|
<method name="is_simulating_physics" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns a boolean that indicates whether the [code]PhysicalBone2D[/code] node is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="auto_configure_joint" type="bool" setter="set_auto_configure_joint" getter="get_auto_configure_joint" default="true">
|
|
If [code]true[/code], the [code]PhysicalBone2D[/code] node will automatically configure the first [Joint2D] child node. The automatic configuration is limited to setting up the node properties and positioning the [Joint2D].
|
|
</member>
|
|
<member name="bone2d_index" type="int" setter="set_bone2d_index" getter="get_bone2d_index" default="-1">
|
|
The index of the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating.
|
|
</member>
|
|
<member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath("")">
|
|
The [NodePath] to the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating.
|
|
</member>
|
|
<member name="follow_bone_when_simulating" type="bool" setter="set_follow_bone_when_simulating" getter="get_follow_bone_when_simulating" default="false">
|
|
If [code]true[/code], the [code]PhysicalBone2D[/code] will keep the transform of the bone it is bound to when simulating physics.
|
|
</member>
|
|
<member name="simulate_physics" type="bool" setter="set_simulate_physics" getter="get_simulate_physics" default="false">
|
|
If [code]true[/code], the [code]PhysicalBone2D[/code] will start simulating using physics. If [code]false[/code], the [code]PhysicalBone2D[/code] will follow the transform of the [Bone2D] node.
|
|
[b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
|
|
</member>
|
|
</members>
|
|
</class>
|