8aa3c2f091
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.
69 lines
2.7 KiB
XML
69 lines
2.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" version="4.0">
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<brief_description>
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A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes.
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</brief_description>
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<description>
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This modification takes the transforms of [PhysicalBone2D] nodes and applies them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics thanks to the linked [PhysicalBone2D] nodes.
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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="fetch_physical_bones">
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<return type="void">
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</return>
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<description>
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Empties the list of [PhysicalBone2D] nodes and populates it will all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
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</description>
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</method>
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<method name="get_physical_bone_node" qualifiers="const">
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<return type="NodePath">
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</return>
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<argument index="0" name="joint_idx" type="int">
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</argument>
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<description>
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Returns the [PhysicalBone2D] node at [code]joint_idx[/code].
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</description>
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</method>
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<method name="set_physical_bone_node">
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<return type="void">
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</return>
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<argument index="0" name="joint_idx" type="int">
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</argument>
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<argument index="1" name="physicalbone2d_node" type="NodePath">
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</argument>
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<description>
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Sets the [PhysicalBone2D] node at [code]joint_idx[/code].
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[b]Note:[/b] This is just the index used for this modification, not the bone index used in the [Skeleton2D].
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</description>
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</method>
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<method name="start_simulation">
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<return type="void">
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</return>
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<argument index="0" name="bones" type="StringName[]" default="[ ]">
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</argument>
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<description>
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Tell the [PhysicalBone2D] nodes to start simulating and interacting with the physics world.
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Optionally, an array of bone names can be passed to this function, and that will cause only [PhysicalBone2D] nodes with those names to start simulating.
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</description>
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</method>
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<method name="stop_simulation">
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<return type="void">
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</return>
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<argument index="0" name="bones" type="StringName[]" default="[ ]">
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</argument>
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<description>
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Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the physics world.
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Optionally, an array of bone names can be passed to this function, and that will cause only [PhysicalBone2D] nodes with those names to stop simulating.
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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="physical_bone_chain_length" type="int" setter="set_physical_bone_chain_length" getter="get_physical_bone_chain_length" default="0">
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The amount of [PhysicalBone2D] nodes linked in this modification.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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