pandemonium_engine/core
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
..
bind
crypto
io
log
math Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
os
array.cpp
array.h
bitfield_dynamic.cpp
bitfield_dynamic.h
char_range.inc Added char utils header from godot4. 2022-08-08 01:27:57 +02:00
char_utils.h
class_db.cpp
class_db.h
color_names.inc
color.cpp
color.h
command_queue_mt.cpp
command_queue_mt.h
compressed_translation.cpp
compressed_translation.h
core_builders.py
core_string_names.cpp
core_string_names.h
cowdata.h
dictionary.cpp
dictionary.h
engine.cpp Backported: Rename iterations_per_second to physics_ticks_per_second - Calinou - 937c1a716c 2022-03-24 11:10:56 +01:00
engine.h
error_list.h
error_macros.cpp
error_macros.h
func_ref.cpp
func_ref.h
global_constants.cpp
global_constants.h
hash_map.h
hash_set.h
hashfuncs.h
image.cpp
image.h
input_map.cpp
input_map.h
int_types.h
list.h
local_vector.h
make_binders.py
map.h
message_queue.cpp
message_queue.h
method_bind.cpp
method_bind.h
method_ptrcall.h
node_path.cpp
node_path.h
oa_hash_map.h
object_id.h
object_rc.h
object.cpp
object.h
ordered_hash_map.h
packed_data_container.cpp
packed_data_container.h
paged_allocator.h
pair.h
path_remap.cpp
path_remap.h
pool_allocator.cpp
pool_allocator.h
pool_vector.cpp
pool_vector.h
pooled_list.h
print_string.cpp
print_string.h Clang format all files. 2022-03-18 19:00:13 +01:00
project_settings.cpp
project_settings.h
rb_map.h
rb_set.h
ref_ptr.cpp
ref_ptr.h
reference.cpp
reference.h
register_core_types.cpp
register_core_types.h
resource.cpp
resource.h
rid_handle.cpp
rid_handle.h
rid.cpp
rid.h
ring_buffer.h
safe_refcount.cpp
safe_refcount.h
script_debugger_local.cpp
script_debugger_local.h
script_language.cpp
script_language.h
SCsub
self_list.h
set.h
simple_type.h
sort_array.h
string_buffer.h
string_builder.cpp
string_builder.h
string_name.cpp
string_name.h
threaded_callable_queue.h
translation.cpp
translation.h
type_info.h
typedefs.h
ucaps.h
undo_redo.cpp
undo_redo.h
ustring.cpp
ustring.h
variant_call.cpp
variant_op.cpp
variant_parser.cpp
variant_parser.h
variant.cpp
variant.h
vector.h Backported the Vector function to_byte_array and slice 2022-07-26 15:05:54 +02:00
version.h
vmap.h
vset.h