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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
91 lines
4.0 KiB
XML
91 lines
4.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" 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 modification that rotates a [Bone2D] node to look at a target.
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</brief_description>
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<description>
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This [SkeletonModification2D] rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily.
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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="get_additional_rotation" qualifiers="const">
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<return type="float" />
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<description>
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Returns the amount of additional rotation that is applied after the LookAt modification executes.
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</description>
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</method>
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<method name="get_constraint_angle_invert" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether the constraints to this modification are inverted or not.
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</description>
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</method>
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<method name="get_constraint_angle_max" qualifiers="const">
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<return type="float" />
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<description>
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Returns the constraint's maximum allowed angle.
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</description>
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</method>
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<method name="get_constraint_angle_min" qualifiers="const">
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<return type="float" />
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<description>
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Returns the constraint's minimum allowed angle.
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</description>
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</method>
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<method name="get_enable_constraint" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the LookAt modification is using constraints.
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</description>
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</method>
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<method name="set_additional_rotation">
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<return type="void" />
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<param index="0" name="rotation" type="float" />
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<description>
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Sets the amount of additional rotation that is to be applied after executing the modification. This allows for offsetting the results by the inputted rotation amount.
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</description>
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</method>
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<method name="set_constraint_angle_invert">
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<return type="void" />
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<param index="0" name="invert" type="bool" />
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<description>
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When [code]true[/code], the modification will use an inverted joint constraint.
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An inverted joint constraint only constraints the [Bone2D] to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.
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</description>
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</method>
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<method name="set_constraint_angle_max">
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<return type="void" />
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<param index="0" name="angle_max" type="float" />
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<description>
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Sets the constraint's maximum allowed angle.
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</description>
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</method>
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<method name="set_constraint_angle_min">
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<return type="void" />
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<param index="0" name="angle_min" type="float" />
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<description>
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Sets the constraint's minimum allowed angle.
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</description>
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</method>
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<method name="set_enable_constraint">
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<return type="void" />
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<param index="0" name="enable_constraint" type="bool" />
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<description>
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Sets whether this modification will use constraints or not. When [code]true[/code], constraints will be applied when solving the LookAt modification.
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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="bone2d_node" type="NodePath" setter="set_bone2d_node" getter="get_bone2d_node" default="NodePath("")">
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The [Bone2D] node that the modification will operate on.
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</member>
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<member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-1">
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The index of the [Bone2D] node that the modification will oeprate on.
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</member>
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<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")">
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The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the [Bone2D] to.
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</member>
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</members>
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</class>
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