godot/doc/classes/SkeletonModification2DPhysicalBones.xml
TwistedTwigleg 8aa3c2f091 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.
2021-06-05 15:19:51 -04:00

69 lines
2.7 KiB
XML

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