SkeletonModification2DFABRIK

package
v0.0.0-...-ff35923 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Sep 16, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

This graphics.gd/classdb/SkeletonModification2D uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.

FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. Then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.

Because of how FABRIK works, it often gives more natural results than those seen in graphics.gd/classdb/SkeletonModification2DCCDIK.

Note: The FABRIK modifier has fabrik_joints, which are the data objects that hold the data for each joint in the FABRIK chain. This is different from graphics.gd/classdb/Bone2D nodes! FABRIK joints hold the data needed for each graphics.gd/classdb/Bone2D in the bone chain used by FABRIK.

To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsSkeletonModification2DFABRIK() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsSkeletonModification2D

func (self *Extension[T]) AsSkeletonModification2D() SkeletonModification2D.Instance

func (*Extension[T]) AsSkeletonModification2DFABRIK

func (self *Extension[T]) AsSkeletonModification2DFABRIK() Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsSkeletonModification2D

func (self Instance) AsSkeletonModification2D() SkeletonModification2D.Instance

func (Instance) AsSkeletonModification2DFABRIK

func (self Instance) AsSkeletonModification2DFABRIK() Instance

func (Instance) FabrikDataChainLength

func (self Instance) FabrikDataChainLength() int

func (Instance) GetFabrikJointBone2dNode

func (self Instance) GetFabrikJointBone2dNode(joint_idx int) string

Returns the graphics.gd/classdb/Bone2D node assigned to the FABRIK joint at 'joint_idx'.

func (Instance) GetFabrikJointBoneIndex

func (self Instance) GetFabrikJointBoneIndex(joint_idx int) int

Returns the index of the graphics.gd/classdb/Bone2D node assigned to the FABRIK joint at 'joint_idx'.

func (Instance) GetFabrikJointMagnetPosition

func (self Instance) GetFabrikJointMagnetPosition(joint_idx int) Vector2.XY

Returns the magnet position vector for the joint at 'joint_idx'.

func (Instance) GetFabrikJointUseTargetRotation

func (self Instance) GetFabrikJointUseTargetRotation(joint_idx int) bool

Returns whether the joint is using the target's rotation rather than allowing FABRIK to rotate the joint. This option only applies to the tip/final joint in the chain.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) SetFabrikDataChainLength

func (self Instance) SetFabrikDataChainLength(value int)

func (Instance) SetFabrikJointBone2dNode

func (self Instance) SetFabrikJointBone2dNode(joint_idx int, bone2d_nodepath string)

Sets the graphics.gd/classdb/Bone2D node assigned to the FABRIK joint at 'joint_idx'.

func (Instance) SetFabrikJointBoneIndex

func (self Instance) SetFabrikJointBoneIndex(joint_idx int, bone_idx int)

Sets the bone index, 'bone_idx', of the FABRIK joint at 'joint_idx'. When possible, this will also update the bone2d_node of the FABRIK joint based on data provided by the linked skeleton.

func (Instance) SetFabrikJointMagnetPosition

func (self Instance) SetFabrikJointMagnetPosition(joint_idx int, magnet_position Vector2.XY)

Sets the magnet position vector for the joint at 'joint_idx'.

func (Instance) SetFabrikJointUseTargetRotation

func (self Instance) SetFabrikJointUseTargetRotation(joint_idx int, use_target_rotation bool)

Sets whether the joint at 'joint_idx' will use the target node's rotation rather than letting FABRIK rotate the node.

Note: This option only works for the tip/final joint in the chain. For all other nodes, this option will be ignored.

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetTargetNodepath

func (self Instance) SetTargetNodepath(value string)

func (Instance) TargetNodepath

func (self Instance) TargetNodepath() string

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL