ccd_ik_3d.cpp 4.0 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071
  1. /**************************************************************************/
  2. /* ccd_ik_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "ccd_ik_3d.h"
  31. void CCDIK3D::_solve_iteration(double p_delta, Skeleton3D *p_skeleton, IterateIK3DSetting *p_setting, const Vector3 &p_destination) {
  32. int joint_size = (int)p_setting->joints.size();
  33. int chain_size = (int)p_setting->chain.size();
  34. // Backwards.
  35. for (int ancestor = joint_size - 1; ancestor >= 0; ancestor--) {
  36. // Forwards.
  37. for (int i = ancestor; i < joint_size; i++) {
  38. IKModifier3DSolverInfo *solver_info = p_setting->solver_info_list[i];
  39. if (!solver_info || Math::is_zero_approx(solver_info->length)) {
  40. continue;
  41. }
  42. int HEAD = i;
  43. int TAIL = i + 1;
  44. Vector3 current_head = p_setting->chain[HEAD];
  45. Vector3 current_effector = p_setting->chain[chain_size - 1];
  46. Vector3 head_to_effector = current_effector - current_head;
  47. Vector3 head_to_destination = p_destination - current_head;
  48. if (Math::is_zero_approx(head_to_destination.length_squared() * head_to_effector.length_squared())) {
  49. continue;
  50. }
  51. Quaternion to_rot = Quaternion(head_to_effector.normalized(), head_to_destination.normalized());
  52. Vector3 to_tail = p_setting->chain[TAIL] - current_head;
  53. p_setting->update_chain_coordinate_fw(p_skeleton, TAIL, current_head + to_rot.xform(to_tail));
  54. if (p_setting->joint_settings[HEAD]->rotation_axis != ROTATION_AXIS_ALL) {
  55. p_setting->update_chain_coordinate_fw(p_skeleton, TAIL, p_setting->chain[HEAD] + p_setting->joint_settings[HEAD]->get_projected_rotation(solver_info->current_grest, p_setting->chain[TAIL] - p_setting->chain[HEAD]));
  56. }
  57. if (p_setting->joint_settings[HEAD]->limitation.is_valid()) {
  58. p_setting->update_chain_coordinate_fw(p_skeleton, TAIL, p_setting->chain[HEAD] + p_setting->joint_settings[HEAD]->get_limited_rotation(solver_info->current_grest, p_setting->chain[TAIL] - p_setting->chain[HEAD], solver_info->forward_vector));
  59. }
  60. }
  61. }
  62. }