Class SkeletonModification2DFabrik
- Namespace
- Godot
- Assembly
- GodotSharp.dll
This 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 SkeletonModification2DCcdik. FABRIK also supports angle constraints, which are fully taken into account when solving.
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 Bone2D nodes! FABRIK joints hold the data needed for each 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.
[GodotClassName("SkeletonModification2DFABRIK")]
public class SkeletonModification2DFabrik : SkeletonModification2D, IDisposable
- Inheritance
-
SkeletonModification2DFabrik
- Implements
- Inherited Members
Constructors
SkeletonModification2DFabrik()
public SkeletonModification2DFabrik()
Properties
FabrikDataChainLength
The number of FABRIK joints in the FABRIK modification.
public int FabrikDataChainLength { get; set; }
Property Value
TargetNodePath
The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to.
public NodePath TargetNodePath { get; set; }
Property Value
Methods
GetFabrikJointBone2DNode(int)
Returns the Bone2D node assigned to the FABRIK joint at jointIdx
.
public NodePath GetFabrikJointBone2DNode(int jointIdx)
Parameters
jointIdx
int
Returns
GetFabrikJointBoneIndex(int)
Returns the index of the Bone2D node assigned to the FABRIK joint at jointIdx
.
public int GetFabrikJointBoneIndex(int jointIdx)
Parameters
jointIdx
int
Returns
GetFabrikJointMagnetPosition(int)
Returns the magnet position vector for the joint at jointIdx
.
public Vector2 GetFabrikJointMagnetPosition(int jointIdx)
Parameters
jointIdx
int
Returns
GetFabrikJointUseTargetRotation(int)
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.
public bool GetFabrikJointUseTargetRotation(int jointIdx)
Parameters
jointIdx
int
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
SetFabrikJointBone2DNode(int, NodePath)
Sets the Bone2D node assigned to the FABRIK joint at jointIdx
.
public void SetFabrikJointBone2DNode(int jointIdx, NodePath bone2DNodePath)
Parameters
SetFabrikJointBoneIndex(int, int)
Sets the bone index, boneIdx
, of the FABRIK joint at jointIdx
. When possible, this will also update the bone2d_node
of the FABRIK joint based on data provided by the linked skeleton.
public void SetFabrikJointBoneIndex(int jointIdx, int boneIdx)
Parameters
SetFabrikJointMagnetPosition(int, Vector2)
Sets the magnet position vector for the joint at jointIdx
.
public void SetFabrikJointMagnetPosition(int jointIdx, Vector2 magnetPosition)
Parameters
SetFabrikJointUseTargetRotation(int, bool)
Sets whether the joint at jointIdx
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.
public void SetFabrikJointUseTargetRotation(int jointIdx, bool useTargetRotation)