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path: root/scene/3d/skeleton_ik_3d.cpp
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2023-01-12Remove SkeletonModificationStack3D, and Skeleton3D api cleanupLyuma
Removes all 3D modification resources. SkeletonIK3D is a node and still supported. Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x. Remove local_pose_override feature from Skeleton3D and BoneAttachment3D. Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones. Note: This change only affects 3D. SkeletonModification2D will work as before.
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-05-19Use suffixes for units in nodes and resourcesAaron Franke
2022-04-28Fix cppcheck const parametersMarkus Sauermann
Convert method signature parameters to const where it is possible # Conflicts: # drivers/gles3/rasterizer_canvas_gles3.cpp # drivers/gles3/rasterizer_canvas_gles3.h # editor/plugins/animation_state_machine_editor.cpp # editor/plugins/animation_state_machine_editor.h
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-04Fixed SkeletonIK not rotating correctly when solvingTwistedTwigleg
2021-09-29Use functions defined in the their classes.Anilforextra
2021-09-14Make sure IK target is inside tree before using its transformHaoyu Qiu
2021-08-03Use real_t in 3D nodesAaron Franke
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-25SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK ↵TwistedTwigleg
nodes are used (Forward port of 3.X code for Godot 4)
2021-05-08Fixes the SkeletonIK twisting issue by using the skeleton global pose ↵TwistedTwigleg
without overrides
2021-04-15Changed SkeletonIK3D to clear bone overrides when stoppingTwistedTwigleg
2021-04-02Fix for SkeletonIK not working correctly with 0 interpolation and ↵TwistedTwigleg
incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes.
2021-03-18Fix for regression in SkeletonIK codeTwistedTwigleg
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-12Merge pull request #40774 from TwistedTwigleg/SkeletonIK_Godot_4_0_FixesRémi Verschelde
SkeletonIK changes and bug fixes
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-09-08Changes to SkeletonIK:TwistedTwigleg
* Removed the pointers to PhysicalBone in the code, as they were unused. * Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0. * Fixed issue where the root bone in the IK chain would not rotate correctly. * The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects. * While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not! * Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!) * Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
2020-07-27Fixed reload_goal not being called when SkeletonIK3D::start is invoked with ↵ConorLPBoyle
p_one_time = true
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-04-29Merge pull request #38203 from woollysammoth/multiple-ik-bugRémi Verschelde
Fixes SkeletonIK resetting other IK poses
2020-04-29[Core] Rename linear_interpolate to lerpAaron Franke
2020-04-25Resets global pose of IK chain bones being solved, rather than the whole ↵Sam
skeleton. Resolves #38026
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.