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. |
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.. | ||
a_star.cpp | ||
a_star.h | ||
aabb.cpp | ||
aabb.h | ||
audio_frame.h | ||
basis.cpp | ||
basis.h | ||
bvh.h | ||
bvh_abb.h | ||
bvh_cull.inc | ||
bvh_debug.inc | ||
bvh_integrity.inc | ||
bvh_logic.inc | ||
bvh_misc.inc | ||
bvh_pair.inc | ||
bvh_public.inc | ||
bvh_refit.inc | ||
bvh_split.inc | ||
bvh_structs.inc | ||
bvh_tree.h | ||
camera_matrix.cpp | ||
camera_matrix.h | ||
color.cpp | ||
color.h | ||
color_names.inc | ||
convex_hull.cpp | ||
convex_hull.h | ||
delaunay_2d.h | ||
delaunay_3d.h | ||
disjoint_set.h | ||
dynamic_bvh.cpp | ||
dynamic_bvh.h | ||
expression.cpp | ||
expression.h | ||
face3.cpp | ||
face3.h | ||
geometry_2d.cpp | ||
geometry_2d.h | ||
geometry_3d.cpp | ||
geometry_3d.h | ||
math_defs.h | ||
math_fieldwise.cpp | ||
math_fieldwise.h | ||
math_funcs.cpp | ||
math_funcs.h | ||
octree.h | ||
plane.cpp | ||
plane.h | ||
quaternion.cpp | ||
quaternion.h | ||
quick_hull.cpp | ||
quick_hull.h | ||
random_number_generator.cpp | ||
random_number_generator.h | ||
random_pcg.cpp | ||
random_pcg.h | ||
rect2.cpp | ||
rect2.h | ||
SCsub | ||
transform_2d.cpp | ||
transform_2d.h | ||
transform_3d.cpp | ||
transform_3d.h | ||
triangle_mesh.cpp | ||
triangle_mesh.h | ||
triangulate.cpp | ||
triangulate.h | ||
vector2.cpp | ||
vector2.h | ||
vector3.cpp | ||
vector3.h | ||
vector3i.cpp | ||
vector3i.h |