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.
32 lines
1.3 KiB
XML
32 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" version="4.0">
|
|
<brief_description>
|
|
A modification that holds and executes a [SkeletonModificationStack2D].
|
|
</brief_description>
|
|
<description>
|
|
This [SkeletonModification2D] holds a reference to a [SkeletonModificationStack2D], allowing you to use multiple modification stacks on a single [Skeleton2D].
|
|
[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will only be executed if their execution mode matches the execution mode of the SkeletonModification2DStackHolder.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_held_modification_stack" qualifiers="const">
|
|
<return type="SkeletonModificationStack2D">
|
|
</return>
|
|
<description>
|
|
Returns the [SkeletonModificationStack2D] that this modification is holding.
|
|
</description>
|
|
</method>
|
|
<method name="set_held_modification_stack">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="held_modification_stack" type="SkeletonModificationStack2D">
|
|
</argument>
|
|
<description>
|
|
Sets the [SkeletonModificationStack2D] that this modification is holding. This modification stack will then be executed when this modification is executed.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<constants>
|
|
</constants>
|
|
</class>
|