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@@ -255,9 +255,22 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_
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void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
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if (blending_delta <= 0.01f) {
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+ // Before skipping, make sure we undo the global pose overrides
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+ ChainItem *ci(&p_task->chain.chain_root);
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+ while (ci) {
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+ p_task->skeleton->set_bone_global_pose_override(ci->bone, ci->initial_transform, 0.0, false);
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+
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+ if (!ci->children.is_empty()) {
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+ ci = &ci->children.write[0];
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+ } else {
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+ ci = nullptr;
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+ }
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+ }
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+
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return; // Skip solving
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}
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+ // This line below is part of the problem - removing it fixes the issue with BoneAttachment nodes...
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p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
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if (p_task->chain.middle_chain_item) {
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@@ -268,9 +281,9 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
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}
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- // Update the initial root transform
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- p_task->chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone);
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- p_task->chain.chain_root.current_pos = p_task->chain.chain_root.initial_transform.origin;
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+ // Update the transforms to their global poses
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+ // (Needed to sync IK with animation)
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+ _update_chain(p_task->skeleton, &p_task->chain.chain_root);
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make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
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@@ -286,22 +299,48 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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Transform new_bone_pose(ci->initial_transform);
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new_bone_pose.origin = ci->current_pos;
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- if (!ci->children.is_empty()) {
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- /// Rotate basis
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- const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
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- const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
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-
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- if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
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- const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
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- new_bone_pose.basis.rotate(rot_axis, rot_angle);
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+ // The root bone needs to be rotated differently so it isn't frozen in place.
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+ if (ci == &p_task->chain.chain_root && !ci->children.is_empty()) {
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+ new_bone_pose = new_bone_pose.looking_at(ci->children[0].current_pos);
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+ const Vector3 bone_rest_dir = p_task->skeleton->get_bone_rest(ci->children[0].bone).origin.normalized().abs();
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+ const Vector3 bone_rest_dir_abs = bone_rest_dir.abs();
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+ if (bone_rest_dir_abs.x > bone_rest_dir_abs.y && bone_rest_dir_abs.x > bone_rest_dir_abs.z) {
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+ if (bone_rest_dir.x < 0) {
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+ new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), -Math_PI / 2.0f);
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+ } else {
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+ new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), Math_PI / 2.0f);
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+ }
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+ } else if (bone_rest_dir_abs.y > bone_rest_dir_abs.x && bone_rest_dir_abs.y > bone_rest_dir_abs.z) {
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+ if (bone_rest_dir.y < 0) {
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+ new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), Math_PI / 2.0f);
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+ } else {
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+ new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), -Math_PI / 2.0f);
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+ }
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+ } else {
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+ if (bone_rest_dir.z < 0) {
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+ // Do nothing!
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+ } else {
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+ new_bone_pose.basis.rotate_local(Vector3(0, 0, 1), Math_PI);
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+ }
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}
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-
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} else {
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- // Set target orientation to tip
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- if (override_tip_basis) {
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- new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
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+ if (!ci->children.is_empty()) {
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+ /// Rotate basis
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+ const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
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+ const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
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+
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+ if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
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+ const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
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+ new_bone_pose.basis.rotate(rot_axis, rot_angle);
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+ }
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+
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} else {
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- new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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+ // Set target orientation to tip
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+ if (override_tip_basis) {
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+ new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
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+ } else {
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+ new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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+ }
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}
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}
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@@ -319,6 +358,20 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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}
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}
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+void FabrikInverseKinematic::_update_chain(const Skeleton3D *p_sk, ChainItem *p_chain_item) {
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+ if (!p_chain_item) {
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+ return;
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+ }
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+
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+ p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
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+ p_chain_item->current_pos = p_chain_item->initial_transform.origin;
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+
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+ ChainItem *items = p_chain_item->children.ptrw();
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+ for (int i = 0; i < p_chain_item->children.size(); i += 1) {
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+ _update_chain(p_sk, items + i);
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+ }
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+}
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+
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void SkeletonIK3D::_validate_property(PropertyInfo &property) const {
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if (property.name == "root_bone" || property.name == "tip_bone") {
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if (skeleton) {
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