godot/core/variant
TwistedTwigleg 8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
..
array.cpp Remove alloca from loop and use a single fixed size array declaration 2021-05-21 13:04:55 +01:00
array.h Add filter, map and reduce to Array 2021-05-05 15:54:57 +02:00
binder_common.h Raise error if Resource is of wrong type as function argument 2021-04-27 21:24:08 +02:00
callable_bind.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
callable_bind.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
callable.cpp Make Callable not crash on call when the object has been freed 2021-05-24 14:23:02 -03:00
callable.h GDNative: Fix size mismatch on 32-bit platforms for Signal and Callable 2021-05-11 20:25:01 +02:00
container_type_validate.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
dictionary.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
dictionary.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
method_ptrcall.h Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
SCsub Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
type_info.h Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
typed_array.h Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant_call.cpp New and improved IK system for Skeleton2D 2021-06-05 15:19:51 -04:00
variant_construct.cpp Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant_internal.h Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant_op.cpp Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant_parser.cpp Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant_parser.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
variant_setget.cpp Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant_utility.cpp Re-bind posmod, use int64_t instead of int 2021-05-04 13:25:08 +02:00
variant.cpp Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
variant.h Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00