pandemonium_engine/core/math
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
..
a_star.cpp Added missing p_bidirectional to AStar2D methods 2022-07-29 09:13:46 +02:00
a_star.h Added missing p_bidirectional to AStar2D methods 2022-07-29 09:13:46 +02:00
aabb.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
aabb.h Clang format all files. 2022-03-18 19:00:13 +01:00
audio_frame.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
audio_frame.h Ensure AudioFrame variables l and r are always initialised 2022-07-29 11:02:34 +02:00
basis.cpp Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
basis.h Backported from Godot 4: New and improved IK system for Skeleton3D 2022-08-10 01:01:38 +02:00
bsp_tree.cpp Fix mistake. 2022-07-27 19:35:50 +02:00
bsp_tree.h Clang format all files. 2022-03-18 19:00:13 +01:00
bvh_abb.h Clang format all files. 2022-03-18 19:00:13 +01:00
bvh_cull.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_debug.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_integrity.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_logic.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_misc.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_pair.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_public.inc Fixup BVH debugging statements 2022-07-29 23:20:04 +02:00
bvh_refit.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_split.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_structs.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
bvh_tree.h Clang format all files. 2022-03-18 19:00:13 +01:00
bvh.h Fixup BVH debugging statements 2022-07-29 23:20:04 +02:00
camera_matrix.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
camera_matrix.h Clang format all files. 2022-03-18 19:00:13 +01:00
convex_hull.cpp Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00
convex_hull.h Clang format all files. 2022-03-18 19:00:13 +01:00
delaunay.h Clang format all files. 2022-03-18 19:00:13 +01:00
disjoint_set.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
disjoint_set.h Clang format all files. 2022-03-18 19:00:13 +01:00
expression.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
expression.h Clang format all files. 2022-03-18 19:00:13 +01:00
face3.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
face3.h Clang format all files. 2022-03-18 19:00:13 +01:00
geometry.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
geometry.h Now Vector2i is in it's own header and cpp file. 2022-03-21 01:50:02 +01:00
math_defs.h Clang format all files. 2022-03-18 19:00:13 +01:00
math_fieldwise.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
math_fieldwise.h Clang format all files. 2022-03-18 19:00:13 +01:00
math_funcs.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
math_funcs.h Fix wrapf to correct wrap values with 0.1 stepping 2022-07-29 09:08:06 +02:00
octree_definition.inc Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
octree.h Clang format all files. 2022-03-18 19:00:13 +01:00
plane.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
plane.h Clang format all files. 2022-03-18 19:00:13 +01:00
projection.cpp Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. 2022-08-07 23:30:31 +02:00
projection.h Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. 2022-08-07 23:30:31 +02:00
quat.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
quat.h Clang format all files. 2022-03-18 19:00:13 +01:00
quick_hull.cpp Ported: Fix warnings found by Emscripten 3.1.10 2022-07-27 18:39:35 +02:00
quick_hull.h Clang format all files. 2022-03-18 19:00:13 +01:00
random_number_generator.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
random_number_generator.h Clang format all files. 2022-03-18 19:00:13 +01:00
random_pcg.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
random_pcg.h Clang format all files. 2022-03-18 19:00:13 +01:00
rect2.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
rect2.h Now Rect2i is in it's own header and cpp file. 2022-03-21 02:08:38 +01:00
rect2i.cpp Now Rect2i is in it's own header and cpp file. 2022-03-21 02:08:38 +01:00
rect2i.h Now Rect2i is in it's own header and cpp file. 2022-03-21 02:08:38 +01:00
SCsub Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
transform_2d.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
transform_2d.h Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, Vector<Vector2i>, Vector<Vector3i> classes as core variant binds. GDScript still need to be updated to be able to use them. 2022-03-21 14:01:31 +01:00
transform_interpolator.cpp Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00
transform_interpolator.h Fixed an another warning on the pi. 2022-08-02 00:22:41 +02:00
transform.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
transform.h Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, Vector<Vector2i>, Vector<Vector3i> classes as core variant binds. GDScript still need to be updated to be able to use them. 2022-03-21 14:01:31 +01:00
triangle_mesh.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
triangle_mesh.h Clang format all files. 2022-03-18 19:00:13 +01:00
triangulate.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
triangulate.h Clang format all files. 2022-03-18 19:00:13 +01:00
vector2.cpp Now Vector2i is in it's own header and cpp file. 2022-03-21 01:50:02 +01:00
vector2.h Now Vector2i is in it's own header and cpp file. 2022-03-21 01:50:02 +01:00
vector2i.cpp Now Vector2i is in it's own header and cpp file. 2022-03-21 01:50:02 +01:00
vector2i.h Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, Vector<Vector2i>, Vector<Vector3i> classes as core variant binds. GDScript still need to be updated to be able to use them. 2022-03-21 14:01:31 +01:00
vector3.cpp Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
vector3.h Clang format all files. 2022-03-18 19:00:13 +01:00
vector3i.cpp Added Vector3i from godot4. 2022-03-21 02:13:08 +01:00
vector3i.h Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, Vector<Vector2i>, Vector<Vector3i> classes as core variant binds. GDScript still need to be updated to be able to use them. 2022-03-21 14:01:31 +01:00
vector4.cpp Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. 2022-08-07 23:30:31 +02:00
vector4.h use the proper _NO_DISCARD_ macro. 2022-08-08 17:36:15 +02:00
vector4i.cpp Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. 2022-08-07 23:30:31 +02:00
vector4i.h use the proper _NO_DISCARD_ macro. 2022-08-08 17:36:15 +02:00