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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
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.. | ||
animated_sprite.cpp | ||
animated_sprite.h | ||
area_2d.cpp | ||
area_2d.h | ||
audio_stream_player_2d.cpp | ||
audio_stream_player_2d.h | ||
back_buffer_copy.cpp | ||
back_buffer_copy.h | ||
camera_2d.cpp | ||
camera_2d.h | ||
canvas_item.cpp | ||
canvas_item.h | ||
canvas_modulate.cpp | ||
canvas_modulate.h | ||
collision_object_2d.cpp | ||
collision_object_2d.h | ||
collision_polygon_2d.cpp | ||
collision_polygon_2d.h | ||
collision_shape_2d.cpp | ||
collision_shape_2d.h | ||
cpu_particles_2d.cpp | ||
cpu_particles_2d.h | ||
joints_2d.cpp | ||
joints_2d.h | ||
light_2d.cpp | ||
light_2d.h | ||
light_occluder_2d.cpp | ||
light_occluder_2d.h | ||
line_2d.cpp | ||
line_2d.h | ||
line_builder.cpp | ||
line_builder.h | ||
listener_2d.cpp | ||
listener_2d.h | ||
mesh_instance_2d.cpp | ||
mesh_instance_2d.h | ||
multimesh_instance_2d.cpp | ||
multimesh_instance_2d.h | ||
navigation_2d.cpp | ||
navigation_2d.h | ||
navigation_agent_2d.cpp | ||
navigation_agent_2d.h | ||
navigation_obstacle_2d.cpp | ||
navigation_obstacle_2d.h | ||
navigation_polygon.cpp | ||
navigation_polygon.h | ||
node_2d.cpp | ||
node_2d.h | ||
parallax_background.cpp | ||
parallax_background.h | ||
parallax_layer.cpp | ||
parallax_layer.h | ||
path_2d.cpp | ||
path_2d.h | ||
physical_bone_2d.cpp | ||
physical_bone_2d.h | ||
physics_body_2d.cpp | ||
physics_body_2d.h | ||
polygon_2d.cpp | ||
polygon_2d.h | ||
position_2d.cpp | ||
position_2d.h | ||
ray_cast_2d.cpp | ||
ray_cast_2d.h | ||
remote_transform_2d.cpp | ||
remote_transform_2d.h | ||
SCsub | ||
skeleton_2d.cpp | ||
skeleton_2d.h | ||
sprite.cpp | ||
sprite.h | ||
touch_screen_button.cpp | ||
touch_screen_button.h | ||
visibility_notifier_2d.cpp | ||
visibility_notifier_2d.h | ||
y_sort.cpp | ||
y_sort.h |