Documentation
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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 ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsSkeletonModification2D() SkeletonModification2D.Instance
- func (self *Extension[T]) AsSkeletonModification2DFABRIK() Instance
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsSkeletonModification2D() SkeletonModification2D.Instance
- func (self Instance) AsSkeletonModification2DFABRIK() Instance
- func (self Instance) FabrikDataChainLength() int
- func (self Instance) GetFabrikJointBone2dNode(joint_idx int) string
- func (self Instance) GetFabrikJointBoneIndex(joint_idx int) int
- func (self Instance) GetFabrikJointMagnetPosition(joint_idx int) Vector2.XY
- func (self Instance) GetFabrikJointUseTargetRotation(joint_idx int) bool
- func (self Instance) ID() ID
- func (self Instance) SetFabrikDataChainLength(value int)
- func (self Instance) SetFabrikJointBone2dNode(joint_idx int, bone2d_nodepath string)
- func (self Instance) SetFabrikJointBoneIndex(joint_idx int, bone_idx int)
- func (self Instance) SetFabrikJointMagnetPosition(joint_idx int, magnet_position Vector2.XY)
- func (self Instance) SetFabrikJointUseTargetRotation(joint_idx int, use_target_rotation bool)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetTargetNodepath(value string)
- func (self Instance) TargetNodepath() string
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
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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 Extension ¶
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]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsSkeletonModification2D ¶
func (self *Extension[T]) AsSkeletonModification2D() SkeletonModification2D.Instance
func (*Extension[T]) AsSkeletonModification2DFABRIK ¶
type 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.
type Instance ¶
type Instance [1]gdclass.SkeletonModification2DFABRIK
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 (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsSkeletonModification2D ¶
func (self Instance) AsSkeletonModification2D() SkeletonModification2D.Instance
func (Instance) AsSkeletonModification2DFABRIK ¶
func (Instance) FabrikDataChainLength ¶
func (Instance) GetFabrikJointBone2dNode ¶
Returns the graphics.gd/classdb/Bone2D node assigned to the FABRIK joint at 'joint_idx'.
func (Instance) GetFabrikJointBoneIndex ¶
Returns the index of the graphics.gd/classdb/Bone2D node assigned to the FABRIK joint at 'joint_idx'.
func (Instance) GetFabrikJointMagnetPosition ¶
Returns the magnet position vector for the joint at 'joint_idx'.
func (Instance) GetFabrikJointUseTargetRotation ¶
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) SetFabrikDataChainLength ¶
func (Instance) SetFabrikJointBone2dNode ¶
Sets the graphics.gd/classdb/Bone2D node assigned to the FABRIK joint at 'joint_idx'.
func (Instance) SetFabrikJointBoneIndex ¶
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 ¶
Sets the magnet position vector for the joint at 'joint_idx'.
func (Instance) SetFabrikJointUseTargetRotation ¶
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.