New and improved IK system for Skeleton2D
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.
This commit is contained in:
parent
7085c0d801
commit
8aa3c2f091
47 changed files with 6591 additions and 613 deletions
|
|
@ -10,6 +10,17 @@
|
|||
<link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="execute_modifications">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="execution_mode" type="float">
|
||||
</argument>
|
||||
<argument index="1" name="execution_mode" type="int">
|
||||
</argument>
|
||||
<description>
|
||||
Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_bone">
|
||||
<return type="Bone2D">
|
||||
</return>
|
||||
|
|
@ -26,6 +37,22 @@
|
|||
Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_bone_local_pose_override">
|
||||
<return type="Transform2D">
|
||||
</return>
|
||||
<argument index="0" name="bone_idx" type="int">
|
||||
</argument>
|
||||
<description>
|
||||
Returns the local pose override transform for [code]bone_idx[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_modification_stack" qualifiers="const">
|
||||
<return type="SkeletonModificationStack2D">
|
||||
</return>
|
||||
<description>
|
||||
Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_skeleton" qualifiers="const">
|
||||
<return type="RID">
|
||||
</return>
|
||||
|
|
@ -33,10 +60,37 @@
|
|||
Returns the [RID] of a Skeleton2D instance.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_bone_local_pose_override">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="bone_idx" type="int">
|
||||
</argument>
|
||||
<argument index="1" name="override_pose" type="Transform2D">
|
||||
</argument>
|
||||
<argument index="2" name="strength" type="float">
|
||||
</argument>
|
||||
<argument index="3" name="persistent" type="bool">
|
||||
</argument>
|
||||
<description>
|
||||
Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
|
||||
[code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
|
||||
[b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [code]bone_idx[/code]!
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_modification_stack">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="modification_stack" type="SkeletonModificationStack2D">
|
||||
</argument>
|
||||
<description>
|
||||
Sets the [SkeletonModificationStack2D] attached to this skeleton.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
<signals>
|
||||
<signal name="bone_setup_changed">
|
||||
<description>
|
||||
Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
|
||||
</description>
|
||||
</signal>
|
||||
</signals>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue