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- /**************************************************************************/
- /* skeleton_ik_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef SKELETON_IK_3D_H
- #define SKELETON_IK_3D_H
- #include "scene/3d/skeleton_modifier_3d.h"
- class FabrikInverseKinematic {
- struct EndEffector {
- BoneId tip_bone;
- Transform3D goal_transform;
- };
- struct ChainItem {
- Vector<ChainItem> children;
- ChainItem *parent_item = nullptr;
- // Bone info
- BoneId bone = -1;
- real_t length = 0.0;
- /// Positions relative to root bone
- Transform3D initial_transform;
- Vector3 current_pos;
- // Direction from this bone to child
- Vector3 current_ori;
- ChainItem *find_child(const BoneId p_bone_id);
- ChainItem *add_child(const BoneId p_bone_id);
- };
- struct ChainTip {
- ChainItem *chain_item = nullptr;
- const EndEffector *end_effector = nullptr;
- ChainTip() {}
- ChainTip(ChainItem *p_chain_item, const EndEffector *p_end_effector) :
- chain_item(p_chain_item),
- end_effector(p_end_effector) {}
- };
- struct Chain {
- ChainItem chain_root;
- ChainItem *middle_chain_item = nullptr;
- Vector<ChainTip> tips;
- Vector3 magnet_position;
- };
- public:
- struct Task {
- RID self;
- Skeleton3D *skeleton = nullptr;
- Chain chain;
- // Settings
- real_t min_distance = 0.01;
- int max_iterations = 10;
- // Bone data
- BoneId root_bone = -1;
- Vector<EndEffector> end_effectors;
- Transform3D goal_global_transform;
- Task() {}
- };
- private:
- /// Init a chain that starts from the root to tip
- static bool build_chain(Task *p_task, bool p_force_simple_chain = true);
- static void solve_simple(Task *p_task, bool p_solve_magnet, Vector3 p_origin_pos);
- /// Special solvers that solve only chains with one end effector
- static void solve_simple_backwards(const Chain &r_chain, bool p_solve_magnet);
- static void solve_simple_forwards(Chain &r_chain, bool p_solve_magnet, Vector3 p_origin_pos);
- public:
- static Task *create_simple_task(Skeleton3D *p_sk, BoneId root_bone, BoneId tip_bone, const Transform3D &goal_transform);
- static void free_task(Task *p_task);
- // The goal of chain should be always in local space
- static void set_goal(Task *p_task, const Transform3D &p_goal);
- static void make_goal(Task *p_task, const Transform3D &p_inverse_transf);
- static void solve(Task *p_task, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position);
- static void _update_chain(const Skeleton3D *p_skeleton, ChainItem *p_chain_item);
- };
- class SkeletonIK3D : public SkeletonModifier3D {
- GDCLASS(SkeletonIK3D, SkeletonModifier3D);
- bool internal_active = false;
- StringName root_bone;
- StringName tip_bone;
- Transform3D target;
- NodePath target_node_path_override;
- bool override_tip_basis = true;
- bool use_magnet = false;
- Vector3 magnet_position;
- real_t min_distance = 0.01;
- int max_iterations = 10;
- Variant target_node_override_ref;
- FabrikInverseKinematic::Task *task = nullptr;
- #ifndef DISABLE_DEPRECATED
- void _set_interpolation(real_t p_interpolation);
- real_t _get_interpolation() const;
- #endif // DISABLE_DEPRECATED
- protected:
- void _validate_property(PropertyInfo &p_property) const;
- static void _bind_methods();
- virtual void _notification(int p_what);
- virtual void _process_modification() override;
- public:
- SkeletonIK3D();
- virtual ~SkeletonIK3D();
- void set_root_bone(const StringName &p_root_bone);
- StringName get_root_bone() const;
- void set_tip_bone(const StringName &p_tip_bone);
- StringName get_tip_bone() const;
- void set_target_transform(const Transform3D &p_target);
- const Transform3D &get_target_transform() const;
- void set_target_node(const NodePath &p_node);
- NodePath get_target_node();
- void set_override_tip_basis(bool p_override);
- bool is_override_tip_basis() const;
- void set_use_magnet(bool p_use);
- bool is_using_magnet() const;
- void set_magnet_position(const Vector3 &p_local_position);
- const Vector3 &get_magnet_position() const;
- void set_min_distance(real_t p_min_distance);
- real_t get_min_distance() const { return min_distance; }
- void set_max_iterations(int p_iterations);
- int get_max_iterations() const { return max_iterations; }
- Skeleton3D *get_parent_skeleton() const;
- bool is_running();
- void start(bool p_one_time = false);
- void stop();
- private:
- Transform3D _get_target_transform();
- void reload_chain();
- void reload_goal();
- void _solve_chain();
- };
- #endif // SKELETON_IK_3D_H
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