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- /**************************************************************************/
- /* skeleton_ik_3d.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "skeleton_ik_3d.h"
- FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
- for (int i = children.size() - 1; 0 <= i; --i) {
- if (p_bone_id == children[i].bone) {
- return &children.write[i];
- }
- }
- return nullptr;
- }
- FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {
- const int infant_child_id = children.size();
- children.resize(infant_child_id + 1);
- children.write[infant_child_id].bone = p_bone_id;
- children.write[infant_child_id].parent_item = this;
- return &children.write[infant_child_id];
- }
- /// Build a chain that starts from the root to tip
- bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
- ERR_FAIL_COND_V(-1 == p_task->root_bone, false);
- Chain &chain(p_task->chain);
- chain.tips.resize(p_task->end_effectors.size());
- chain.chain_root.bone = p_task->root_bone;
- chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
- chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
- chain.middle_chain_item = nullptr;
- // Holds all IDs that are composing a single chain in reverse order
- Vector<BoneId> chain_ids;
- // This is used to know the chain size
- int sub_chain_size;
- // Resize only one time in order to fit all joints for performance reason
- chain_ids.resize(p_task->skeleton->get_bone_count());
- for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {
- const EndEffector *ee(&p_task->end_effectors[x]);
- ERR_FAIL_COND_V(p_task->root_bone >= ee->tip_bone, false);
- ERR_FAIL_INDEX_V(ee->tip_bone, p_task->skeleton->get_bone_count(), false);
- sub_chain_size = 0;
- // Picks all IDs that composing a single chain in reverse order (except the root)
- BoneId chain_sub_tip(ee->tip_bone);
- while (chain_sub_tip > p_task->root_bone) {
- chain_ids.write[sub_chain_size++] = chain_sub_tip;
- chain_sub_tip = p_task->skeleton->get_bone_parent(chain_sub_tip);
- }
- BoneId middle_chain_item_id = (BoneId)(sub_chain_size * 0.5);
- // Build chain by reading chain ids in reverse order
- // For each chain item id will be created a ChainItem if doesn't exists
- ChainItem *sub_chain(&chain.chain_root);
- for (int i = sub_chain_size - 1; 0 <= i; --i) {
- ChainItem *child_ci(sub_chain->find_child(chain_ids[i]));
- if (!child_ci) {
- child_ci = sub_chain->add_child(chain_ids[i]);
- child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
- child_ci->current_pos = child_ci->initial_transform.origin;
- if (child_ci->parent_item) {
- child_ci->length = child_ci->parent_item->current_pos.distance_to(child_ci->current_pos);
- }
- }
- sub_chain = child_ci;
- if (middle_chain_item_id == i) {
- chain.middle_chain_item = child_ci;
- }
- }
- if (!middle_chain_item_id) {
- chain.middle_chain_item = nullptr;
- }
- // Initialize current tip
- chain.tips.write[x].chain_item = sub_chain;
- chain.tips.write[x].end_effector = ee;
- if (p_force_simple_chain) {
- // NOTE:
- // This is a "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
- // is not yet created.
- // Remove this code when this is done
- break;
- }
- }
- return true;
- }
- void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet, Vector3 p_origin_pos) {
- real_t distance_to_goal(1e4);
- real_t previous_distance_to_goal(0);
- int can_solve(p_task->max_iterations);
- while (distance_to_goal > p_task->min_distance && Math::abs(previous_distance_to_goal - distance_to_goal) > 0.005 && can_solve) {
- previous_distance_to_goal = distance_to_goal;
- --can_solve;
- solve_simple_backwards(p_task->chain, p_solve_magnet);
- solve_simple_forwards(p_task->chain, p_solve_magnet, p_origin_pos);
- distance_to_goal = p_task->chain.tips[0].end_effector->goal_transform.origin.distance_to(p_task->chain.tips[0].chain_item->current_pos);
- }
- }
- void FabrikInverseKinematic::solve_simple_backwards(const Chain &r_chain, bool p_solve_magnet) {
- if (p_solve_magnet && !r_chain.middle_chain_item) {
- return;
- }
- Vector3 goal;
- ChainItem *sub_chain_tip;
- if (p_solve_magnet) {
- goal = r_chain.magnet_position;
- sub_chain_tip = r_chain.middle_chain_item;
- } else {
- goal = r_chain.tips[0].end_effector->goal_transform.origin;
- sub_chain_tip = r_chain.tips[0].chain_item;
- }
- while (sub_chain_tip) {
- sub_chain_tip->current_pos = goal;
- if (sub_chain_tip->parent_item) {
- // Not yet in the chain root
- // So calculate next goal location
- const Vector3 look_parent((sub_chain_tip->parent_item->current_pos - sub_chain_tip->current_pos).normalized());
- goal = sub_chain_tip->current_pos + (look_parent * sub_chain_tip->length);
- // [TODO] Constraints goes here
- }
- sub_chain_tip = sub_chain_tip->parent_item;
- }
- }
- void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet, Vector3 p_origin_pos) {
- if (p_solve_magnet && !r_chain.middle_chain_item) {
- return;
- }
- ChainItem *sub_chain_root(&r_chain.chain_root);
- Vector3 origin = p_origin_pos;
- while (sub_chain_root) { // Reach the tip
- sub_chain_root->current_pos = origin;
- if (!sub_chain_root->children.is_empty()) {
- ChainItem &child(sub_chain_root->children.write[0]);
- // Is not tip
- // So calculate next origin location
- // Look child
- sub_chain_root->current_ori = (child.current_pos - sub_chain_root->current_pos).normalized();
- origin = sub_chain_root->current_pos + (sub_chain_root->current_ori * child.length);
- // [TODO] Constraints goes here
- if (p_solve_magnet && sub_chain_root == r_chain.middle_chain_item) {
- // In case of magnet solving this is the tip
- sub_chain_root = nullptr;
- } else {
- sub_chain_root = &child;
- }
- } else {
- // Is tip
- sub_chain_root = nullptr;
- }
- }
- }
- FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton3D *p_sk, BoneId root_bone, BoneId tip_bone, const Transform3D &goal_transform) {
- FabrikInverseKinematic::EndEffector ee;
- ee.tip_bone = tip_bone;
- Task *task(memnew(Task));
- task->skeleton = p_sk;
- task->root_bone = root_bone;
- task->end_effectors.push_back(ee);
- task->goal_global_transform = goal_transform;
- if (!build_chain(task)) {
- free_task(task);
- return nullptr;
- }
- return task;
- }
- void FabrikInverseKinematic::free_task(Task *p_task) {
- if (p_task) {
- memdelete(p_task);
- }
- }
- void FabrikInverseKinematic::set_goal(Task *p_task, const Transform3D &p_goal) {
- p_task->goal_global_transform = p_goal;
- }
- void FabrikInverseKinematic::make_goal(Task *p_task, const Transform3D &p_inverse_transf) {
- // Update the end_effector (local transform) by blending with current pose
- p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
- }
- void FabrikInverseKinematic::solve(Task *p_task, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
- // Update the initial root transform so its synced with any animation changes
- _update_chain(p_task->skeleton, &p_task->chain.chain_root);
- Vector3 origin_pos = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone).origin;
- make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse());
- if (p_use_magnet && p_task->chain.middle_chain_item) {
- p_task->chain.magnet_position = p_magnet_position;
- solve_simple(p_task, true, origin_pos);
- }
- solve_simple(p_task, false, origin_pos);
- // Assign new bone position.
- ChainItem *ci(&p_task->chain.chain_root);
- while (ci) {
- Transform3D new_bone_pose(ci->initial_transform);
- new_bone_pose.origin = ci->current_pos;
- if (!ci->children.is_empty()) {
- Vector3 forward_vector = (ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized();
- // Rotate the bone towards the next bone in the chain:
- new_bone_pose.basis.rotate_to_align(forward_vector, new_bone_pose.origin.direction_to(ci->children[0].current_pos));
- } 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
- new_bone_pose.basis.orthonormalize();
- new_bone_pose.basis.scale(p_task->skeleton->get_bone_global_pose(ci->bone).basis.get_scale());
- p_task->skeleton->set_bone_global_pose(ci->bone, Transform3D(new_bone_pose.basis, p_task->skeleton->get_bone_global_pose(ci->bone).origin));
- if (!ci->children.is_empty()) {
- ci = &ci->children.write[0];
- } else {
- ci = nullptr;
- }
- }
- }
- void FabrikInverseKinematic::_update_chain(const Skeleton3D *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 SkeletonIK3D::_validate_property(PropertyInfo &p_property) const {
- SkeletonModifier3D::_validate_property(p_property);
- if (p_property.name == "root_bone" || p_property.name == "tip_bone") {
- Skeleton3D *skeleton = get_skeleton();
- if (skeleton) {
- p_property.hint = PROPERTY_HINT_ENUM;
- p_property.hint_string = skeleton->get_concatenated_bone_names();
- } else {
- p_property.hint = PROPERTY_HINT_NONE;
- p_property.hint_string = "";
- }
- }
- }
- void SkeletonIK3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_root_bone", "root_bone"), &SkeletonIK3D::set_root_bone);
- ClassDB::bind_method(D_METHOD("get_root_bone"), &SkeletonIK3D::get_root_bone);
- ClassDB::bind_method(D_METHOD("set_tip_bone", "tip_bone"), &SkeletonIK3D::set_tip_bone);
- ClassDB::bind_method(D_METHOD("get_tip_bone"), &SkeletonIK3D::get_tip_bone);
- ClassDB::bind_method(D_METHOD("set_target_transform", "target"), &SkeletonIK3D::set_target_transform);
- ClassDB::bind_method(D_METHOD("get_target_transform"), &SkeletonIK3D::get_target_transform);
- ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK3D::set_target_node);
- ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK3D::get_target_node);
- ClassDB::bind_method(D_METHOD("set_override_tip_basis", "override"), &SkeletonIK3D::set_override_tip_basis);
- ClassDB::bind_method(D_METHOD("is_override_tip_basis"), &SkeletonIK3D::is_override_tip_basis);
- ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK3D::set_use_magnet);
- ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK3D::is_using_magnet);
- ClassDB::bind_method(D_METHOD("set_magnet_position", "local_position"), &SkeletonIK3D::set_magnet_position);
- ClassDB::bind_method(D_METHOD("get_magnet_position"), &SkeletonIK3D::get_magnet_position);
- ClassDB::bind_method(D_METHOD("get_parent_skeleton"), &SkeletonIK3D::get_parent_skeleton);
- ClassDB::bind_method(D_METHOD("is_running"), &SkeletonIK3D::is_running);
- ClassDB::bind_method(D_METHOD("set_min_distance", "min_distance"), &SkeletonIK3D::set_min_distance);
- ClassDB::bind_method(D_METHOD("get_min_distance"), &SkeletonIK3D::get_min_distance);
- ClassDB::bind_method(D_METHOD("set_max_iterations", "iterations"), &SkeletonIK3D::set_max_iterations);
- ClassDB::bind_method(D_METHOD("get_max_iterations"), &SkeletonIK3D::get_max_iterations);
- ClassDB::bind_method(D_METHOD("start", "one_time"), &SkeletonIK3D::start, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("stop"), &SkeletonIK3D::stop);
- ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "root_bone"), "set_root_bone", "get_root_bone");
- ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "tip_bone"), "set_tip_bone", "get_tip_bone");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "target", PROPERTY_HINT_NONE, "suffix:m"), "set_target_transform", "get_target_transform");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet", PROPERTY_HINT_NONE, "suffix:m"), "set_magnet_position", "get_magnet_position");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_min_distance", "get_min_distance");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
- #ifndef DISABLE_DEPRECATED
- ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK3D::_set_interpolation);
- ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK3D::_get_interpolation);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001", PROPERTY_USAGE_NONE), "set_interpolation", "get_interpolation");
- #endif
- }
- void SkeletonIK3D::_process_modification() {
- if (!internal_active) {
- return;
- }
- if (target_node_override_ref) {
- reload_goal();
- }
- _solve_chain();
- }
- void SkeletonIK3D::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- reload_chain();
- } break;
- case NOTIFICATION_EXIT_TREE: {
- stop();
- } break;
- }
- }
- SkeletonIK3D::SkeletonIK3D() {
- }
- SkeletonIK3D::~SkeletonIK3D() {
- FabrikInverseKinematic::free_task(task);
- task = nullptr;
- }
- void SkeletonIK3D::set_root_bone(const StringName &p_root_bone) {
- root_bone = p_root_bone;
- reload_chain();
- }
- StringName SkeletonIK3D::get_root_bone() const {
- return root_bone;
- }
- void SkeletonIK3D::set_tip_bone(const StringName &p_tip_bone) {
- tip_bone = p_tip_bone;
- reload_chain();
- }
- StringName SkeletonIK3D::get_tip_bone() const {
- return tip_bone;
- }
- #ifndef DISABLE_DEPRECATED
- void SkeletonIK3D::_set_interpolation(real_t p_interpolation) {
- set_influence(p_interpolation);
- }
- real_t SkeletonIK3D::_get_interpolation() const {
- return get_influence();
- }
- #endif
- void SkeletonIK3D::set_target_transform(const Transform3D &p_target) {
- target = p_target;
- reload_goal();
- }
- const Transform3D &SkeletonIK3D::get_target_transform() const {
- return target;
- }
- void SkeletonIK3D::set_target_node(const NodePath &p_node) {
- target_node_path_override = p_node;
- target_node_override_ref = Variant();
- reload_goal();
- }
- NodePath SkeletonIK3D::get_target_node() {
- return target_node_path_override;
- }
- void SkeletonIK3D::set_override_tip_basis(bool p_override) {
- override_tip_basis = p_override;
- }
- bool SkeletonIK3D::is_override_tip_basis() const {
- return override_tip_basis;
- }
- void SkeletonIK3D::set_use_magnet(bool p_use) {
- use_magnet = p_use;
- }
- bool SkeletonIK3D::is_using_magnet() const {
- return use_magnet;
- }
- void SkeletonIK3D::set_magnet_position(const Vector3 &p_local_position) {
- magnet_position = p_local_position;
- }
- const Vector3 &SkeletonIK3D::get_magnet_position() const {
- return magnet_position;
- }
- void SkeletonIK3D::set_min_distance(real_t p_min_distance) {
- min_distance = p_min_distance;
- }
- void SkeletonIK3D::set_max_iterations(int p_iterations) {
- max_iterations = p_iterations;
- }
- Skeleton3D *SkeletonIK3D::get_parent_skeleton() const {
- return get_skeleton();
- }
- bool SkeletonIK3D::is_running() {
- return internal_active;
- }
- void SkeletonIK3D::start(bool p_one_time) {
- if (p_one_time) {
- internal_active = true;
- SkeletonModifier3D::process_modification();
- internal_active = false;
- } else {
- internal_active = true;
- }
- }
- void SkeletonIK3D::stop() {
- internal_active = false;
- }
- Transform3D SkeletonIK3D::_get_target_transform() {
- if (!target_node_override_ref && !target_node_path_override.is_empty()) {
- target_node_override_ref = Object::cast_to<Node3D>(get_node(target_node_path_override));
- }
- Node3D *target_node_override = cast_to<Node3D>(target_node_override_ref.get_validated_object());
- if (target_node_override && target_node_override->is_inside_tree()) {
- // Make sure to use the interpolated transform as target.
- // When physics interpolation is off this will pass through to get_global_transform().
- // When using interpolation, ensure that the target matches the interpolated visual position
- // of the target when updating the IK each frame.
- return target_node_override->get_global_transform_interpolated();
- } else {
- return target;
- }
- }
- void SkeletonIK3D::reload_chain() {
- FabrikInverseKinematic::free_task(task);
- task = nullptr;
- Skeleton3D *skeleton = get_skeleton();
- if (!skeleton) {
- return;
- }
- task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
- if (task) {
- task->max_iterations = max_iterations;
- task->min_distance = min_distance;
- }
- }
- void SkeletonIK3D::reload_goal() {
- if (!task) {
- return;
- }
- FabrikInverseKinematic::set_goal(task, _get_target_transform());
- }
- void SkeletonIK3D::_solve_chain() {
- if (!task) {
- return;
- }
- FabrikInverseKinematic::solve(task, override_tip_basis, use_magnet, magnet_position);
- }
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