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+/*************************************************************************/
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+/* skeleton_ik.cpp */
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+/*************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* https://godotengine.org */
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+/*************************************************************************/
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+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/*************************************************************************/
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+
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+/**
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+ * @author AndreaCatania
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+ */
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+
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+#include "skeleton_ik.h"
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+
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+FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
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+ for (int i = childs.size() - 1; 0 <= i; --i) {
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+ if (p_bone_id == childs[i].bone) {
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+ return &childs.write[i];
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+ }
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+ }
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+ return NULL;
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+}
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+
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+FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {
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+ const int infant_child_id = childs.size();
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+ childs.resize(infant_child_id + 1);
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+ childs.write[infant_child_id].bone = p_bone_id;
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+ childs.write[infant_child_id].parent_item = this;
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+ return &childs.write[infant_child_id];
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+}
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+
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+/// Build a chain that starts from the root to tip
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+void FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
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+
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+ ERR_FAIL_COND(-1 == p_task->root_bone);
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+
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+ Chain &chain(p_task->chain);
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+
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+ chain.tips.resize(p_task->end_effectors.size());
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+ chain.chain_root.bone = p_task->root_bone;
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+ chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
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+ chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
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+ chain.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
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+ chain.middle_chain_item = NULL;
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+
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+ // Holds all IDs that are composing a single chain in reverse order
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+ Vector<BoneId> chain_ids;
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+ // This is used to know the chain size
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+ int sub_chain_size;
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+ // Resize only one time in order to fit all joints for performance reason
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+ chain_ids.resize(p_task->skeleton->get_bone_count());
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+
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+ for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {
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+
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+ const EndEffector *ee(&p_task->end_effectors[x]);
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+ ERR_FAIL_COND(p_task->root_bone >= ee->tip_bone);
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+ ERR_FAIL_INDEX(ee->tip_bone, p_task->skeleton->get_bone_count());
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+
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+ sub_chain_size = 0;
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+ // Picks all IDs that composing a single chain in reverse order (except the root)
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+ BoneId chain_sub_tip(ee->tip_bone);
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+ while (chain_sub_tip > p_task->root_bone) {
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+
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+ chain_ids.write[sub_chain_size++] = chain_sub_tip;
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+ chain_sub_tip = p_task->skeleton->get_bone_parent(chain_sub_tip);
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+ }
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+
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+ BoneId middle_chain_item_id = (((float)sub_chain_size) * 0.5);
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+
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+ // Build chain by reading chain ids in reverse order
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+ // For each chain item id will be created a ChainItem if doesn't exists
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+ ChainItem *sub_chain(&chain.chain_root);
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+ for (int i = sub_chain_size - 1; 0 <= i; --i) {
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+
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+ ChainItem *child_ci(sub_chain->find_child(chain_ids[i]));
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+ if (!child_ci) {
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+
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+ child_ci = sub_chain->add_child(chain_ids[i]);
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+
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+ child_ci->pb = p_task->skeleton->get_physical_bone(child_ci->bone);
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+
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+ child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
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+ child_ci->current_pos = child_ci->initial_transform.origin;
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+
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+ if (child_ci->parent_item) {
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+ child_ci->length = (child_ci->current_pos - child_ci->parent_item->current_pos).length();
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+ }
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+ }
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+
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+ sub_chain = child_ci;
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+
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+ if (middle_chain_item_id == i) {
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+ chain.middle_chain_item = child_ci;
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+ }
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+ }
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+
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+ if (!middle_chain_item_id)
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+ chain.middle_chain_item = NULL;
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+
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+ // Initialize current tip
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+ chain.tips.write[x].chain_item = sub_chain;
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+ chain.tips.write[x].end_effector = ee;
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+
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+ if (p_force_simple_chain) {
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+ // NOTE:
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+ // This is an "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
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+ // is not yet created.
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+ // Remove this code when this is done
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+ break;
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+ }
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+ }
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+}
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+
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+void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
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+
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+ if (!p_chain_item)
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+ return;
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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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+ for (int i = p_chain_item->childs.size() - 1; 0 <= i; --i) {
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+ update_chain(p_sk, &p_chain_item->childs.write[i]);
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+ }
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+}
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+
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+void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
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+
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+ real_t distance_to_goal(1e4);
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+ real_t previous_distance_to_goal(0);
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+ int can_solve(p_task->max_iterations);
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+ while (distance_to_goal > p_task->min_distance && Math::abs(previous_distance_to_goal - distance_to_goal) > 0.005 && can_solve) {
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+ previous_distance_to_goal = distance_to_goal;
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+ --can_solve;
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+
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+ solve_simple_backwards(p_task->chain, p_solve_magnet);
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+ solve_simple_forwards(p_task->chain, p_solve_magnet);
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+
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+ distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
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+ }
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+}
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+
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+void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve_magnet) {
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+
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+ if (p_solve_magnet && !r_chain.middle_chain_item) {
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+ return;
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+ }
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+
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+ Vector3 goal;
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+ ChainItem *sub_chain_tip;
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+ if (p_solve_magnet) {
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+ goal = r_chain.magnet_position;
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+ sub_chain_tip = r_chain.middle_chain_item;
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+ } else {
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+ goal = r_chain.tips[0].end_effector->goal_transform.origin;
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+ sub_chain_tip = r_chain.tips[0].chain_item;
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+ }
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+
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+ while (sub_chain_tip) {
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+ sub_chain_tip->current_pos = goal;
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+
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+ if (sub_chain_tip->parent_item) {
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+ // Not yet in the chain root
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+ // So calculate next goal location
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+
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+ const Vector3 look_parent((sub_chain_tip->parent_item->current_pos - sub_chain_tip->current_pos).normalized());
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+ goal = sub_chain_tip->current_pos + (look_parent * sub_chain_tip->length);
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+
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+ // [TODO] Constraints goes here
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+ }
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+
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+ sub_chain_tip = sub_chain_tip->parent_item;
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+ }
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+}
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+
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+void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet) {
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+
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+ if (p_solve_magnet && !r_chain.middle_chain_item) {
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+ return;
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+ }
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+
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+ ChainItem *sub_chain_root(&r_chain.chain_root);
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+ Vector3 origin(r_chain.chain_root.initial_transform.origin);
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+
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+ while (sub_chain_root) { // Reach the tip
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+ sub_chain_root->current_pos = origin;
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+
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+ if (!sub_chain_root->childs.empty()) {
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+
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+ ChainItem &child(sub_chain_root->childs.write[0]);
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+
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+ // Is not tip
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+ // So calculate next origin location
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+
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+ // Look child
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+ sub_chain_root->current_ori = (child.current_pos - sub_chain_root->current_pos).normalized();
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+ origin = sub_chain_root->current_pos + (sub_chain_root->current_ori * child.length);
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+
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+ // [TODO] Constraints goes here
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+
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+ if (p_solve_magnet && sub_chain_root == r_chain.middle_chain_item) {
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+ // In case of magnet solving this is the tip
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+ sub_chain_root = NULL;
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+ } else {
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+ sub_chain_root = &child;
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+ }
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+ } else {
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+
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+ // Is tip
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+ sub_chain_root = NULL;
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+ }
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+ }
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+}
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+
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+FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform) {
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+
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+ FabrikInverseKinematic::EndEffector ee;
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+ ee.tip_bone = tip_bone;
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+
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+ Task *task(memnew(Task));
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+ task->skeleton = p_sk;
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+ task->root_bone = root_bone;
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+ task->end_effectors.push_back(ee);
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+ task->goal_global_transform = goal_transform;
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+
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+ build_chain(task);
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+
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+ return task;
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+}
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+
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+void FabrikInverseKinematic::free_task(Task *p_task) {
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+ if (p_task)
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+ memdelete(p_task);
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+}
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+
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+void FabrikInverseKinematic::set_goal(Task *p_task, const Transform &p_goal) {
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+ p_task->goal_global_transform = p_goal;
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+}
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+
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+void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta) {
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+
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+ if (blending_delta >= 0.99f) {
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+ // Update the end_effector (local transform) without blending
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+ p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
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+ } else {
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+
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+ // End effector in local transform
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+ const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors.write[0].tip_bone));
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+
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+ // Update the end_effector (local transform) by blending with current pose
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+ p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
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+ }
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+}
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+
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+void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool p_use_magnet, const Vector3 &p_magnet_position) {
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+
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+ if (blending_delta <= 0.01f) {
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+ return; // Skip solving
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+ }
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+
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+ make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse().scaled(p_task->skeleton->get_global_transform().get_basis().get_scale()), blending_delta);
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+
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+ update_chain(p_task->skeleton, &p_task->chain.chain_root);
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+
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+ if (p_use_magnet && p_task->chain.middle_chain_item) {
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+ p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
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+ solve_simple(p_task, true);
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+ }
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+ solve_simple(p_task, false);
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+
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+ // Assign new bone position.
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+ ChainItem *ci(&p_task->chain.chain_root);
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+ while (ci) {
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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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+
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+ if (!ci->childs.empty()) {
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+
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+ /// Rotate basis
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+ const Vector3 initial_ori((ci->childs[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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+ } else {
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+ // Set target orientation to tip
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+ 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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+ p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose);
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+
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+ if (!ci->childs.empty())
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+ ci = &ci->childs.write[0];
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+ else
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+ ci = NULL;
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+ }
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+}
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+
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+void SkeletonIK::_validate_property(PropertyInfo &property) const {
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+
|
|
|
|
+ if (property.name == "root_bone" || property.name == "tip_bone") {
|
|
|
|
+
|
|
|
|
+ if (skeleton) {
|
|
|
|
+
|
|
|
|
+ String names;
|
|
|
|
+ for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
|
|
|
+ if (i > 0)
|
|
|
|
+ names += ",";
|
|
|
|
+ names += skeleton->get_bone_name(i);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ property.hint = PROPERTY_HINT_ENUM;
|
|
|
|
+ property.hint_string = names;
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ property.hint = PROPERTY_HINT_NONE;
|
|
|
|
+ property.hint_string = "";
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::_bind_methods() {
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_root_bone", "root_bone"), &SkeletonIK::set_root_bone);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_root_bone"), &SkeletonIK::get_root_bone);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_tip_bone", "tip_bone"), &SkeletonIK::set_tip_bone);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_tip_bone"), &SkeletonIK::get_tip_bone);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK::set_interpolation);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK::get_interpolation);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_target_transform", "target"), &SkeletonIK::set_target_transform);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_target_transform"), &SkeletonIK::get_target_transform);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK::set_target_node);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK::get_target_node);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK::set_use_magnet);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK::is_using_magnet);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_magnet_position", "local_position"), &SkeletonIK::set_magnet_position);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_magnet_position"), &SkeletonIK::get_magnet_position);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_parent_skeleton"), &SkeletonIK::get_parent_skeleton);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("is_running"), &SkeletonIK::is_running);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_min_distance", "min_distance"), &SkeletonIK::set_min_distance);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_min_distance"), &SkeletonIK::get_min_distance);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_max_iterations", "iterations"), &SkeletonIK::set_max_iterations);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_max_iterations"), &SkeletonIK::get_max_iterations);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("start", "one_time"), &SkeletonIK::start, DEFVAL(false));
|
|
|
|
+ ClassDB::bind_method(D_METHOD("stop"), &SkeletonIK::stop);
|
|
|
|
+
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "root_bone"), "set_root_bone", "get_root_bone");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "tip_bone"), "set_tip_bone", "get_tip_bone");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target", "get_target");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_distance"), "set_min_distance", "get_min_distance");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::_notification(int p_what) {
|
|
|
|
+ switch (p_what) {
|
|
|
|
+ case NOTIFICATION_ENTER_TREE: {
|
|
|
|
+ skeleton = Object::cast_to<Skeleton>(get_parent());
|
|
|
|
+ reload_chain();
|
|
|
|
+ } break;
|
|
|
|
+ case NOTIFICATION_INTERNAL_PROCESS: {
|
|
|
|
+
|
|
|
|
+ if (target_node_override)
|
|
|
|
+ reload_goal();
|
|
|
|
+
|
|
|
|
+ _solve_chain();
|
|
|
|
+
|
|
|
|
+ } break;
|
|
|
|
+ case NOTIFICATION_EXIT_TREE: {
|
|
|
|
+ reload_chain();
|
|
|
|
+ } break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+SkeletonIK::SkeletonIK() :
|
|
|
|
+ Node(),
|
|
|
|
+ interpolation(1),
|
|
|
|
+ skeleton(NULL),
|
|
|
|
+ target_node_override(NULL),
|
|
|
|
+ use_magnet(false),
|
|
|
|
+ min_distance(0.01),
|
|
|
|
+ max_iterations(10),
|
|
|
|
+ task(NULL) {
|
|
|
|
+
|
|
|
|
+ set_process_priority(1);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+SkeletonIK::~SkeletonIK() {
|
|
|
|
+ FabrikInverseKinematic::free_task(task);
|
|
|
|
+ task = NULL;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_root_bone(const StringName &p_root_bone) {
|
|
|
|
+ root_bone = p_root_bone;
|
|
|
|
+ reload_chain();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+StringName SkeletonIK::get_root_bone() const {
|
|
|
|
+ return root_bone;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_tip_bone(const StringName &p_tip_bone) {
|
|
|
|
+ tip_bone = p_tip_bone;
|
|
|
|
+ reload_chain();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+StringName SkeletonIK::get_tip_bone() const {
|
|
|
|
+ return tip_bone;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_interpolation(real_t p_interpolation) {
|
|
|
|
+ interpolation = p_interpolation;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+real_t SkeletonIK::get_interpolation() const {
|
|
|
|
+ return interpolation;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_target_transform(const Transform &p_target) {
|
|
|
|
+ target = p_target;
|
|
|
|
+ reload_goal();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+const Transform &SkeletonIK::get_target_transform() const {
|
|
|
|
+ return target;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_target_node(const NodePath &p_node) {
|
|
|
|
+ target_node_path_override = p_node;
|
|
|
|
+ target_node_override = NULL;
|
|
|
|
+ reload_goal();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+NodePath SkeletonIK::get_target_node() {
|
|
|
|
+ return target_node_path_override;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_use_magnet(bool p_use) {
|
|
|
|
+ use_magnet = p_use;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool SkeletonIK::is_using_magnet() const {
|
|
|
|
+ return use_magnet;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_magnet_position(const Vector3 &p_local_position) {
|
|
|
|
+ magnet_position = p_local_position;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+const Vector3 &SkeletonIK::get_magnet_position() const {
|
|
|
|
+ return magnet_position;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_min_distance(real_t p_min_distance) {
|
|
|
|
+ min_distance = p_min_distance;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::set_max_iterations(int p_iterations) {
|
|
|
|
+ max_iterations = p_iterations;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool SkeletonIK::is_running() {
|
|
|
|
+ return is_processing_internal();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::start(bool p_one_time) {
|
|
|
|
+ if (p_one_time) {
|
|
|
|
+ set_process_internal(false);
|
|
|
|
+ _solve_chain();
|
|
|
|
+ } else {
|
|
|
|
+ set_process_internal(true);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::stop() {
|
|
|
|
+ set_process_internal(false);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+Transform SkeletonIK::_get_target_transform() {
|
|
|
|
+
|
|
|
|
+ if (!target_node_override && !target_node_path_override.is_empty())
|
|
|
|
+ target_node_override = Object::cast_to<Spatial>(get_node(target_node_path_override));
|
|
|
|
+
|
|
|
|
+ if (target_node_override)
|
|
|
|
+ return target_node_override->get_global_transform();
|
|
|
|
+ else
|
|
|
|
+ return target;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::reload_chain() {
|
|
|
|
+
|
|
|
|
+ FabrikInverseKinematic::free_task(task);
|
|
|
|
+ task = NULL;
|
|
|
|
+
|
|
|
|
+ if (!skeleton)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
|
|
|
|
+ task->max_iterations = max_iterations;
|
|
|
|
+ task->min_distance = min_distance;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::reload_goal() {
|
|
|
|
+ if (!task)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ FabrikInverseKinematic::set_goal(task, _get_target_transform());
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SkeletonIK::_solve_chain() {
|
|
|
|
+ if (!task)
|
|
|
|
+ return;
|
|
|
|
+ FabrikInverseKinematic::solve(task, interpolation, use_magnet, magnet_position);
|
|
|
|
+}
|