|
@@ -267,6 +267,18 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_
|
|
|
void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
|
|
|
|
|
|
if (blending_delta <= 0.01f) {
|
|
|
+ // Before skipping, make sure we undo the global pose overrides
|
|
|
+ ChainItem *ci(&p_task->chain.chain_root);
|
|
|
+ while (ci) {
|
|
|
+ p_task->skeleton->set_bone_global_pose_override(ci->bone, ci->initial_transform, 0.0, false);
|
|
|
+
|
|
|
+ if (!ci->children.empty()) {
|
|
|
+ ci = &ci->children.write[0];
|
|
|
+ } else {
|
|
|
+ ci = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
return; // Skip solving
|
|
|
}
|
|
|
|
|
@@ -281,8 +293,8 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
|
|
|
}
|
|
|
|
|
|
// Update the initial root transform
|
|
|
- p_task->chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone);
|
|
|
- p_task->chain.chain_root.current_pos = p_task->chain.chain_root.initial_transform.origin;
|
|
|
+ // (Needed to sync IK with animation)
|
|
|
+ _update_chain(p_task->skeleton, &p_task->chain.chain_root);
|
|
|
|
|
|
make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
|
|
|
|
|
@@ -298,23 +310,49 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
|
|
|
Transform new_bone_pose(ci->initial_transform);
|
|
|
new_bone_pose.origin = ci->current_pos;
|
|
|
|
|
|
- if (!ci->children.empty()) {
|
|
|
+ // The root bone needs to be rotated differently so it isn't frozen in place
|
|
|
+ if (ci == &p_task->chain.chain_root && !ci->children.empty()) {
|
|
|
+ new_bone_pose = new_bone_pose.looking_at(ci->children[0].current_pos, Vector3(0, 1, 0));
|
|
|
+ const Vector3 bone_rest_dir = p_task->skeleton->get_bone_rest(ci->children[0].bone).origin.normalized().abs();
|
|
|
+ const Vector3 bone_rest_dir_abs = bone_rest_dir.abs();
|
|
|
+ if (bone_rest_dir_abs.x > bone_rest_dir_abs.y && bone_rest_dir_abs.x > bone_rest_dir_abs.z) {
|
|
|
+ if (bone_rest_dir.x < 0) {
|
|
|
+ new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), -Math_PI / 2.0f);
|
|
|
+ } else {
|
|
|
+ new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), Math_PI / 2.0f);
|
|
|
+ }
|
|
|
+ } else if (bone_rest_dir_abs.y > bone_rest_dir_abs.x && bone_rest_dir_abs.y > bone_rest_dir_abs.z) {
|
|
|
+ if (bone_rest_dir.y < 0) {
|
|
|
+ new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), Math_PI / 2.0f);
|
|
|
+ } else {
|
|
|
+ new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), -Math_PI / 2.0f);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (bone_rest_dir.z < 0) {
|
|
|
+ // Do nothing!
|
|
|
+ } else {
|
|
|
+ new_bone_pose.basis.rotate_local(Vector3(0, 0, 1), Math_PI);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (!ci->children.empty()) {
|
|
|
|
|
|
- /// Rotate basis
|
|
|
- const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
|
|
|
- const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
|
|
|
+ /// Rotate basis
|
|
|
+ const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
|
|
|
+ const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
|
|
|
|
|
|
- if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
|
|
|
- const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
|
|
|
- new_bone_pose.basis.rotate(rot_axis, rot_angle);
|
|
|
- }
|
|
|
+ if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
|
|
|
+ const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
|
|
|
+ new_bone_pose.basis.rotate(rot_axis, rot_angle);
|
|
|
+ }
|
|
|
|
|
|
- } else {
|
|
|
- // Set target orientation to tip
|
|
|
- if (override_tip_basis)
|
|
|
- new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
|
|
|
- else
|
|
|
- new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
|
|
|
+ } else {
|
|
|
+ // Set target orientation to tip
|
|
|
+ if (override_tip_basis)
|
|
|
+ new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
|
|
|
+ else
|
|
|
+ new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
// IK should not affect scale, so undo any scaling
|
|
@@ -330,6 +368,20 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+void FabrikInverseKinematic::_update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
|
|
|
+ if (!p_chain_item) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
|
|
|
+ p_chain_item->current_pos = p_chain_item->initial_transform.origin;
|
|
|
+
|
|
|
+ ChainItem *items = p_chain_item->children.ptrw();
|
|
|
+ for (int i = 0; i < p_chain_item->children.size(); i += 1) {
|
|
|
+ _update_chain(p_sk, items + i);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
void SkeletonIK::_validate_property(PropertyInfo &property) const {
|
|
|
|
|
|
if (property.name == "root_bone" || property.name == "tip_bone") {
|