SkeletonModification2DFabrik
A modification that uses FABRIK to manipulate a series of Bone2D nodes to reach a target.
A modification that uses FABRIK to manipulate a series of Bone2D nodes to reach a target.
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.
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.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
SkeletonModification2DFabrikConstructor
public SkeletonModification2DFabrik();Properties2
FabrikDataChainLengthProperty
public int FabrikDataChainLength { get; set; }The number of FABRIK joints in the FABRIK modification.
TargetEntitypathProperty
public EntityPath TargetEntitypath { get; set; }The EntityPath 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.
Methods12
GetFabrikDataChainLengthint
public int GetFabrikDataChainLength();intGetFabrikJointBone2DEntityEntityPath
public EntityPath GetFabrikJointBone2DEntity(int jointIdx);Returns the Bone2D node assigned to the FABRIK joint at joint_idx.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
EntityPathGetFabrikJointBoneIndexint
public int GetFabrikJointBoneIndex(int jointIdx);Returns the index of the Bone2D node assigned to the FABRIK joint at joint_idx.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
intGetFabrikJointMagnetPositionVector2
public Vector2 GetFabrikJointMagnetPosition(int jointIdx);Returns the magnet position vector for the joint at joint_idx.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
Vector2GetFabrikJointUseTargetRotationbool
public bool GetFabrikJointUseTargetRotation(int jointIdx);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.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
boolGetTargetEntityEntityPath
public EntityPath GetTargetEntity();EntityPathSetFabrikDataChainLengthvoid
public void SetFabrikDataChainLength(int length);| Name | Type | Default |
|---|---|---|
length | int | — |
SetFabrikJointBone2DEntityvoid
public void SetFabrikJointBone2DEntity(int jointIdx, EntityPath bone2DEntitypath);Sets the Bone2D node assigned to the FABRIK joint at joint_idx.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
bone2DEntitypath | EntityPath | — |
SetFabrikJointBoneIndexvoid
public void SetFabrikJointBoneIndex(int jointIdx, int boneIdx);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.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
boneIdx | int | — |
SetFabrikJointMagnetPositionvoid
public void SetFabrikJointMagnetPosition(int jointIdx, Vector2 magnetPosition);Sets the magnet position vector for the joint at joint_idx.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
magnetPosition | Vector2 | — |
SetFabrikJointUseTargetRotationvoid
public void SetFabrikJointUseTargetRotation(int jointIdx, bool useTargetRotation);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.
| Name | Type | Default |
|---|---|---|
jointIdx | int | — |
useTargetRotation | bool | — |
SetTargetEntityvoid
public void SetTargetEntity(EntityPath targetEntitypath);| Name | Type | Default |
|---|---|---|
targetEntitypath | EntityPath | — |