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.
265 lines
9.2 KiB
XML
265 lines
9.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Transform2D" version="4.0">
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<brief_description>
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2D transformation (2×3 matrix).
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</brief_description>
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<description>
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2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a three [Vector2] values: [member x], [member y], and the [member origin].
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For more information, read the "Matrices and transforms" documentation article.
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</description>
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<tutorials>
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<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
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<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
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<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
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</tutorials>
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<methods>
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<method name="Transform2D" qualifiers="constructor">
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<return type="Transform2D">
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</return>
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<description>
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Constructs a default-initialized [Transform2D] set to [constant IDENTITY].
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</description>
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</method>
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<method name="Transform2D" qualifiers="constructor">
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<return type="Transform2D">
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</return>
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<argument index="0" name="from" type="Transform2D">
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</argument>
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<description>
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Constructs a [Transform2D] as a copy of the given [Transform2D].
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</description>
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</method>
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<method name="Transform2D" qualifiers="constructor">
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<return type="Transform2D">
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</return>
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<argument index="0" name="rotation" type="float">
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</argument>
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<argument index="1" name="position" type="Vector2">
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</argument>
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<description>
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Constructs the transform from a given angle (in radians) and position.
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</description>
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</method>
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<method name="Transform2D" qualifiers="constructor">
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<return type="Transform2D">
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</return>
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<argument index="0" name="x_axis" type="Vector2">
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</argument>
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<argument index="1" name="y_axis" type="Vector2">
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</argument>
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<argument index="2" name="origin" type="Vector2">
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</argument>
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<description>
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Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
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</description>
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</method>
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<method name="affine_inverse" qualifiers="const">
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<return type="Transform2D">
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</return>
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<description>
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Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
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</description>
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</method>
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<method name="basis_xform" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Returns a vector transformed (multiplied) by the basis matrix.
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This method does not account for translation (the origin vector).
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</description>
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</method>
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<method name="basis_xform_inv" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Returns a vector transformed (multiplied) by the inverse basis matrix.
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This method does not account for translation (the origin vector).
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</description>
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</method>
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<method name="get_origin" qualifiers="const">
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<return type="Vector2">
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</return>
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<description>
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Returns the transform's origin (translation).
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</description>
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</method>
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<method name="get_rotation" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Returns the transform's rotation (in radians).
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</description>
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</method>
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<method name="get_scale" qualifiers="const">
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<return type="Vector2">
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</return>
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<description>
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Returns the scale.
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</description>
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</method>
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<method name="interpolate_with" qualifiers="const">
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<return type="Transform2D">
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</return>
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<argument index="0" name="xform" type="Transform2D">
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</argument>
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<argument index="1" name="weight" type="float">
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</argument>
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<description>
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Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
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</description>
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</method>
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<method name="inverse" qualifiers="const">
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<return type="Transform2D">
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</return>
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<description>
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Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling).
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</description>
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</method>
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<method name="is_equal_approx" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="xform" type="Transform2D">
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</argument>
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<description>
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Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
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</description>
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</method>
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<method name="looking_at" qualifiers="const">
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<return type="Transform2D">
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</return>
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<argument index="0" name="target" type="Vector2" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
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</argument>
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<description>
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Returns a copy of the transform rotated such that it's rotation on the X-axis points towards the [code]target[/code] position.
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Operations take place in global space.
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</description>
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</method>
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<method name="operator !=" qualifiers="operator">
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<return type="bool">
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</return>
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<argument index="0" name="right" type="Transform2D">
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</argument>
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<description>
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</description>
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</method>
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<method name="operator *" qualifiers="operator">
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<return type="PackedVector2Array">
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</return>
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<argument index="0" name="right" type="PackedVector2Array">
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</argument>
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<description>
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</description>
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</method>
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<method name="operator *" qualifiers="operator">
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<return type="Transform2D">
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</return>
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<argument index="0" name="right" type="Transform2D">
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</argument>
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<description>
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</description>
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</method>
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<method name="operator *" qualifiers="operator">
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<return type="Rect2">
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</return>
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<argument index="0" name="right" type="Rect2">
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</argument>
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<description>
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</description>
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</method>
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<method name="operator *" qualifiers="operator">
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<return type="Vector2">
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</return>
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<argument index="0" name="right" type="Vector2">
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</argument>
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<description>
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</description>
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</method>
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<method name="operator ==" qualifiers="operator">
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<return type="bool">
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</return>
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<argument index="0" name="right" type="Transform2D">
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</argument>
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<description>
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</description>
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</method>
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<method name="operator []" qualifiers="operator">
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<return type="Vector2">
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</return>
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<argument index="0" name="index" type="int">
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</argument>
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<description>
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</description>
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</method>
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<method name="orthonormalized" qualifiers="const">
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<return type="Transform2D">
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</return>
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<description>
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Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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<return type="Transform2D">
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</return>
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<argument index="0" name="phi" type="float">
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</argument>
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<description>
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Rotates the transform by the given angle (in radians), using matrix multiplication.
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</description>
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</method>
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<method name="scaled" qualifiers="const">
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<return type="Transform2D">
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</return>
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<argument index="0" name="scale" type="Vector2">
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</argument>
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<description>
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Scales the transform by the given scale factor, using matrix multiplication.
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</description>
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</method>
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<method name="set_rotation">
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<return type="void">
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</return>
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<argument index="0" name="rotation" type="float">
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</argument>
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<description>
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Sets the transform's rotation (in radians).
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</description>
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</method>
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<method name="translated" qualifiers="const">
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<return type="Transform2D">
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</return>
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<argument index="0" name="offset" type="Vector2">
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</argument>
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<description>
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Translates the transform by the given offset, relative to the transform's basis vectors.
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Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
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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="origin" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
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The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
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</member>
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<member name="x" type="Vector2" setter="" getter="" default="Vector2( 1, 0 )">
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The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
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</member>
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<member name="y" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
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The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Transform2D( 1, 0, 0, 1, 0, 0 )">
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The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
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</constant>
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<constant name="FLIP_X" value="Transform2D( -1, 0, 0, 1, 0, 0 )">
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The [Transform2D] that will flip something along the X axis.
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</constant>
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<constant name="FLIP_Y" value="Transform2D( 1, 0, 0, -1, 0, 0 )">
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The [Transform2D] that will flip something along the Y axis.
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</constant>
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</constants>
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</class>
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