godot/doc/classes/SkeletonModification2DLookAt.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

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" version="4.0">
<brief_description>
A modification that rotates a [Bone2D] node to look at a target.
</brief_description>
<description>
This [SkeletonModification2D] rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_additional_rotation" qualifiers="const">
<return type="float">
</return>
<description>
Returns the amount of additional rotation that is applied after the LookAt modification executes.
</description>
</method>
<method name="get_constraint_angle_invert" qualifiers="const">
<return type="bool">
</return>
<description>
Returns whether the constraints to this modification are inverted or not.
</description>
</method>
<method name="get_constraint_angle_max" qualifiers="const">
<return type="float">
</return>
<description>
Returns the constraint's maximum allowed angle.
</description>
</method>
<method name="get_constraint_angle_min" qualifiers="const">
<return type="float">
</return>
<description>
Returns the constraint's minimum allowed angle.
</description>
</method>
<method name="get_enable_constraint" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the LookAt modification is using constraints.
</description>
</method>
<method name="set_additional_rotation">
<return type="void">
</return>
<argument index="0" name="rotation" type="float">
</argument>
<description>
Sets the amount of additional rotation that is to be applied after executing the modification. This allows for offsetting the results by the inputted rotation amount.
</description>
</method>
<method name="set_constraint_angle_invert">
<return type="void">
</return>
<argument index="0" name="invert" type="bool">
</argument>
<description>
When [code]true[/code], the modification will use an inverted joint constraint.
An inverted joint constraint only constraints the [Bone2D] to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.
</description>
</method>
<method name="set_constraint_angle_max">
<return type="void">
</return>
<argument index="0" name="angle_max" type="float">
</argument>
<description>
Sets the constraint's maximum allowed angle.
</description>
</method>
<method name="set_constraint_angle_min">
<return type="void">
</return>
<argument index="0" name="angle_min" type="float">
</argument>
<description>
Sets the constraint's minimum allowed angle.
</description>
</method>
<method name="set_enable_constraint">
<return type="void">
</return>
<argument index="0" name="enable_constraint" type="bool">
</argument>
<description>
Sets whether this modification will use constraints or not. When [code]true[/code], constraints will be applied when solving the LookAt modification.
</description>
</method>
</methods>
<members>
<member name="bone2d_node" type="NodePath" setter="set_bone2d_node" getter="get_bone2d_node" default="NodePath(&quot;&quot;)">
The [Bone2D] node that the modification will operate on.
</member>
<member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-1">
The index of the [Bone2D] node that the modification will oeprate on.
</member>
<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the [Bone2D] to.
</member>
</members>
<constants>
</constants>
</class>