skeleton_ik.cpp 19 KB

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  1. /*************************************************************************/
  2. /* skeleton_ik.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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. /**
  31. * @author AndreaCatania
  32. */
  33. #include "skeleton_ik.h"
  34. #ifndef _3D_DISABLED
  35. FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
  36. for (int i = children.size() - 1; 0 <= i; --i) {
  37. if (p_bone_id == children[i].bone) {
  38. return &children.write[i];
  39. }
  40. }
  41. return NULL;
  42. }
  43. FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {
  44. const int infant_child_id = children.size();
  45. children.resize(infant_child_id + 1);
  46. children.write[infant_child_id].bone = p_bone_id;
  47. children.write[infant_child_id].parent_item = this;
  48. return &children.write[infant_child_id];
  49. }
  50. /// Build a chain that starts from the root to tip
  51. bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
  52. ERR_FAIL_COND_V(-1 == p_task->root_bone, false);
  53. Chain &chain(p_task->chain);
  54. chain.tips.resize(p_task->end_effectors.size());
  55. chain.chain_root.bone = p_task->root_bone;
  56. chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
  57. chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
  58. chain.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
  59. chain.middle_chain_item = NULL;
  60. // Holds all IDs that are composing a single chain in reverse order
  61. Vector<BoneId> chain_ids;
  62. // This is used to know the chain size
  63. int sub_chain_size;
  64. // Resize only one time in order to fit all joints for performance reason
  65. chain_ids.resize(p_task->skeleton->get_bone_count());
  66. for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {
  67. const EndEffector *ee(&p_task->end_effectors[x]);
  68. ERR_FAIL_COND_V(p_task->root_bone >= ee->tip_bone, false);
  69. ERR_FAIL_INDEX_V(ee->tip_bone, p_task->skeleton->get_bone_count(), false);
  70. sub_chain_size = 0;
  71. // Picks all IDs that composing a single chain in reverse order (except the root)
  72. BoneId chain_sub_tip(ee->tip_bone);
  73. while (chain_sub_tip > p_task->root_bone) {
  74. chain_ids.write[sub_chain_size++] = chain_sub_tip;
  75. chain_sub_tip = p_task->skeleton->get_bone_parent(chain_sub_tip);
  76. }
  77. BoneId middle_chain_item_id = (((float)sub_chain_size) * 0.5);
  78. // Build chain by reading chain ids in reverse order
  79. // For each chain item id will be created a ChainItem if doesn't exists
  80. ChainItem *sub_chain(&chain.chain_root);
  81. for (int i = sub_chain_size - 1; 0 <= i; --i) {
  82. ChainItem *child_ci(sub_chain->find_child(chain_ids[i]));
  83. if (!child_ci) {
  84. child_ci = sub_chain->add_child(chain_ids[i]);
  85. child_ci->pb = p_task->skeleton->get_physical_bone(child_ci->bone);
  86. child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
  87. child_ci->current_pos = child_ci->initial_transform.origin;
  88. if (child_ci->parent_item) {
  89. child_ci->length = (child_ci->current_pos - child_ci->parent_item->current_pos).length();
  90. }
  91. }
  92. sub_chain = child_ci;
  93. if (middle_chain_item_id == i) {
  94. chain.middle_chain_item = child_ci;
  95. }
  96. }
  97. if (!middle_chain_item_id)
  98. chain.middle_chain_item = NULL;
  99. // Initialize current tip
  100. chain.tips.write[x].chain_item = sub_chain;
  101. chain.tips.write[x].end_effector = ee;
  102. if (p_force_simple_chain) {
  103. // NOTE:
  104. // This is an "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
  105. // is not yet created.
  106. // Remove this code when this is done
  107. break;
  108. }
  109. }
  110. return true;
  111. }
  112. void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
  113. if (!p_chain_item)
  114. return;
  115. p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
  116. p_chain_item->current_pos = p_chain_item->initial_transform.origin;
  117. ChainItem *items = p_chain_item->children.ptrw();
  118. for (int i = 0; i < p_chain_item->children.size(); i += 1) {
  119. update_chain(p_sk, items + i);
  120. }
  121. }
  122. void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
  123. real_t distance_to_goal(1e4);
  124. real_t previous_distance_to_goal(0);
  125. int can_solve(p_task->max_iterations);
  126. while (distance_to_goal > p_task->min_distance && Math::abs(previous_distance_to_goal - distance_to_goal) > 0.005 && can_solve) {
  127. previous_distance_to_goal = distance_to_goal;
  128. --can_solve;
  129. solve_simple_backwards(p_task->chain, p_solve_magnet);
  130. solve_simple_forwards(p_task->chain, p_solve_magnet);
  131. distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
  132. }
  133. }
  134. void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve_magnet) {
  135. if (p_solve_magnet && !r_chain.middle_chain_item) {
  136. return;
  137. }
  138. Vector3 goal;
  139. ChainItem *sub_chain_tip;
  140. if (p_solve_magnet) {
  141. goal = r_chain.magnet_position;
  142. sub_chain_tip = r_chain.middle_chain_item;
  143. } else {
  144. goal = r_chain.tips[0].end_effector->goal_transform.origin;
  145. sub_chain_tip = r_chain.tips[0].chain_item;
  146. }
  147. while (sub_chain_tip) {
  148. sub_chain_tip->current_pos = goal;
  149. if (sub_chain_tip->parent_item) {
  150. // Not yet in the chain root
  151. // So calculate next goal location
  152. const Vector3 look_parent((sub_chain_tip->parent_item->current_pos - sub_chain_tip->current_pos).normalized());
  153. goal = sub_chain_tip->current_pos + (look_parent * sub_chain_tip->length);
  154. // [TODO] Constraints goes here
  155. }
  156. sub_chain_tip = sub_chain_tip->parent_item;
  157. }
  158. }
  159. void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet) {
  160. if (p_solve_magnet && !r_chain.middle_chain_item) {
  161. return;
  162. }
  163. ChainItem *sub_chain_root(&r_chain.chain_root);
  164. Vector3 origin(r_chain.chain_root.initial_transform.origin);
  165. while (sub_chain_root) { // Reach the tip
  166. sub_chain_root->current_pos = origin;
  167. if (!sub_chain_root->children.empty()) {
  168. ChainItem &child(sub_chain_root->children.write[0]);
  169. // Is not tip
  170. // So calculate next origin location
  171. // Look child
  172. sub_chain_root->current_ori = (child.current_pos - sub_chain_root->current_pos).normalized();
  173. origin = sub_chain_root->current_pos + (sub_chain_root->current_ori * child.length);
  174. // [TODO] Constraints goes here
  175. if (p_solve_magnet && sub_chain_root == r_chain.middle_chain_item) {
  176. // In case of magnet solving this is the tip
  177. sub_chain_root = NULL;
  178. } else {
  179. sub_chain_root = &child;
  180. }
  181. } else {
  182. // Is tip
  183. sub_chain_root = NULL;
  184. }
  185. }
  186. }
  187. FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform) {
  188. FabrikInverseKinematic::EndEffector ee;
  189. ee.tip_bone = tip_bone;
  190. Task *task(memnew(Task));
  191. task->skeleton = p_sk;
  192. task->root_bone = root_bone;
  193. task->end_effectors.push_back(ee);
  194. task->goal_global_transform = goal_transform;
  195. if (!build_chain(task)) {
  196. free_task(task);
  197. return NULL;
  198. }
  199. return task;
  200. }
  201. void FabrikInverseKinematic::free_task(Task *p_task) {
  202. if (p_task)
  203. memdelete(p_task);
  204. }
  205. void FabrikInverseKinematic::set_goal(Task *p_task, const Transform &p_goal) {
  206. p_task->goal_global_transform = p_goal;
  207. }
  208. void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta) {
  209. if (blending_delta >= 0.99f) {
  210. // Update the end_effector (local transform) without blending
  211. p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
  212. } else {
  213. // End effector in local transform
  214. const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors[0].tip_bone));
  215. // Update the end_effector (local transform) by blending with current pose
  216. p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
  217. }
  218. }
  219. void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
  220. if (blending_delta <= 0.01f) {
  221. return; // Skip solving
  222. }
  223. p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
  224. if (p_task->chain.middle_chain_item) {
  225. p_task->skeleton->set_bone_global_pose_override(p_task->chain.middle_chain_item->bone, Transform(), 0.0, true);
  226. }
  227. for (int i = 0; i < p_task->chain.tips.size(); i += 1) {
  228. p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
  229. }
  230. 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);
  231. update_chain(p_task->skeleton, &p_task->chain.chain_root);
  232. if (p_use_magnet && p_task->chain.middle_chain_item) {
  233. p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
  234. solve_simple(p_task, true);
  235. }
  236. solve_simple(p_task, false);
  237. // Assign new bone position.
  238. ChainItem *ci(&p_task->chain.chain_root);
  239. while (ci) {
  240. Transform new_bone_pose(ci->initial_transform);
  241. new_bone_pose.origin = ci->current_pos;
  242. if (!ci->children.empty()) {
  243. /// Rotate basis
  244. const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
  245. const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
  246. if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
  247. const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
  248. new_bone_pose.basis.rotate(rot_axis, rot_angle);
  249. }
  250. } else {
  251. // Set target orientation to tip
  252. if (override_tip_basis)
  253. new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
  254. else
  255. new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
  256. }
  257. // IK should not affect scale, so undo any scaling
  258. new_bone_pose.basis.orthonormalize();
  259. new_bone_pose.basis.scale(p_task->skeleton->get_bone_global_pose(ci->bone).basis.get_scale());
  260. p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
  261. if (!ci->children.empty())
  262. ci = &ci->children.write[0];
  263. else
  264. ci = NULL;
  265. }
  266. }
  267. void SkeletonIK::_validate_property(PropertyInfo &property) const {
  268. if (property.name == "root_bone" || property.name == "tip_bone") {
  269. if (skeleton) {
  270. String names("--,");
  271. for (int i = 0; i < skeleton->get_bone_count(); i++) {
  272. if (i > 0)
  273. names += ",";
  274. names += skeleton->get_bone_name(i);
  275. }
  276. property.hint = PROPERTY_HINT_ENUM;
  277. property.hint_string = names;
  278. } else {
  279. property.hint = PROPERTY_HINT_NONE;
  280. property.hint_string = "";
  281. }
  282. }
  283. }
  284. void SkeletonIK::_bind_methods() {
  285. ClassDB::bind_method(D_METHOD("set_root_bone", "root_bone"), &SkeletonIK::set_root_bone);
  286. ClassDB::bind_method(D_METHOD("get_root_bone"), &SkeletonIK::get_root_bone);
  287. ClassDB::bind_method(D_METHOD("set_tip_bone", "tip_bone"), &SkeletonIK::set_tip_bone);
  288. ClassDB::bind_method(D_METHOD("get_tip_bone"), &SkeletonIK::get_tip_bone);
  289. ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK::set_interpolation);
  290. ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK::get_interpolation);
  291. ClassDB::bind_method(D_METHOD("set_target_transform", "target"), &SkeletonIK::set_target_transform);
  292. ClassDB::bind_method(D_METHOD("get_target_transform"), &SkeletonIK::get_target_transform);
  293. ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK::set_target_node);
  294. ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK::get_target_node);
  295. ClassDB::bind_method(D_METHOD("set_override_tip_basis", "override"), &SkeletonIK::set_override_tip_basis);
  296. ClassDB::bind_method(D_METHOD("is_override_tip_basis"), &SkeletonIK::is_override_tip_basis);
  297. ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK::set_use_magnet);
  298. ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK::is_using_magnet);
  299. ClassDB::bind_method(D_METHOD("set_magnet_position", "local_position"), &SkeletonIK::set_magnet_position);
  300. ClassDB::bind_method(D_METHOD("get_magnet_position"), &SkeletonIK::get_magnet_position);
  301. ClassDB::bind_method(D_METHOD("get_parent_skeleton"), &SkeletonIK::get_parent_skeleton);
  302. ClassDB::bind_method(D_METHOD("is_running"), &SkeletonIK::is_running);
  303. ClassDB::bind_method(D_METHOD("set_min_distance", "min_distance"), &SkeletonIK::set_min_distance);
  304. ClassDB::bind_method(D_METHOD("get_min_distance"), &SkeletonIK::get_min_distance);
  305. ClassDB::bind_method(D_METHOD("set_max_iterations", "iterations"), &SkeletonIK::set_max_iterations);
  306. ClassDB::bind_method(D_METHOD("get_max_iterations"), &SkeletonIK::get_max_iterations);
  307. ClassDB::bind_method(D_METHOD("start", "one_time"), &SkeletonIK::start, DEFVAL(false));
  308. ClassDB::bind_method(D_METHOD("stop"), &SkeletonIK::stop);
  309. ADD_PROPERTY(PropertyInfo(Variant::STRING, "root_bone"), "set_root_bone", "get_root_bone");
  310. ADD_PROPERTY(PropertyInfo(Variant::STRING, "tip_bone"), "set_tip_bone", "get_tip_bone");
  311. ADD_PROPERTY(PropertyInfo(Variant::REAL, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation");
  312. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target_transform", "get_target_transform");
  313. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis");
  314. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
  315. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position");
  316. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
  317. ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_distance"), "set_min_distance", "get_min_distance");
  318. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
  319. }
  320. void SkeletonIK::_notification(int p_what) {
  321. switch (p_what) {
  322. case NOTIFICATION_ENTER_TREE: {
  323. skeleton = Object::cast_to<Skeleton>(get_parent());
  324. set_process_priority(1);
  325. reload_chain();
  326. } break;
  327. case NOTIFICATION_INTERNAL_PROCESS: {
  328. if (target_node_override)
  329. reload_goal();
  330. _solve_chain();
  331. } break;
  332. case NOTIFICATION_EXIT_TREE: {
  333. reload_chain();
  334. } break;
  335. }
  336. }
  337. SkeletonIK::SkeletonIK() :
  338. interpolation(1),
  339. override_tip_basis(true),
  340. use_magnet(false),
  341. min_distance(0.01),
  342. max_iterations(10),
  343. skeleton(NULL),
  344. target_node_override(NULL),
  345. task(NULL) {
  346. }
  347. SkeletonIK::~SkeletonIK() {
  348. FabrikInverseKinematic::free_task(task);
  349. task = NULL;
  350. }
  351. void SkeletonIK::set_root_bone(const StringName &p_root_bone) {
  352. root_bone = p_root_bone;
  353. reload_chain();
  354. }
  355. StringName SkeletonIK::get_root_bone() const {
  356. return root_bone;
  357. }
  358. void SkeletonIK::set_tip_bone(const StringName &p_tip_bone) {
  359. tip_bone = p_tip_bone;
  360. reload_chain();
  361. }
  362. StringName SkeletonIK::get_tip_bone() const {
  363. return tip_bone;
  364. }
  365. void SkeletonIK::set_interpolation(real_t p_interpolation) {
  366. interpolation = p_interpolation;
  367. }
  368. real_t SkeletonIK::get_interpolation() const {
  369. return interpolation;
  370. }
  371. void SkeletonIK::set_target_transform(const Transform &p_target) {
  372. target = p_target;
  373. reload_goal();
  374. }
  375. const Transform &SkeletonIK::get_target_transform() const {
  376. return target;
  377. }
  378. void SkeletonIK::set_target_node(const NodePath &p_node) {
  379. target_node_path_override = p_node;
  380. target_node_override = NULL;
  381. reload_goal();
  382. }
  383. NodePath SkeletonIK::get_target_node() {
  384. return target_node_path_override;
  385. }
  386. void SkeletonIK::set_override_tip_basis(bool p_override) {
  387. override_tip_basis = p_override;
  388. }
  389. bool SkeletonIK::is_override_tip_basis() const {
  390. return override_tip_basis;
  391. }
  392. void SkeletonIK::set_use_magnet(bool p_use) {
  393. use_magnet = p_use;
  394. }
  395. bool SkeletonIK::is_using_magnet() const {
  396. return use_magnet;
  397. }
  398. void SkeletonIK::set_magnet_position(const Vector3 &p_local_position) {
  399. magnet_position = p_local_position;
  400. }
  401. const Vector3 &SkeletonIK::get_magnet_position() const {
  402. return magnet_position;
  403. }
  404. void SkeletonIK::set_min_distance(real_t p_min_distance) {
  405. min_distance = p_min_distance;
  406. }
  407. void SkeletonIK::set_max_iterations(int p_iterations) {
  408. max_iterations = p_iterations;
  409. }
  410. bool SkeletonIK::is_running() {
  411. return is_processing_internal();
  412. }
  413. void SkeletonIK::start(bool p_one_time) {
  414. if (p_one_time) {
  415. set_process_internal(false);
  416. if (target_node_override) {
  417. reload_goal();
  418. }
  419. _solve_chain();
  420. } else {
  421. set_process_internal(true);
  422. }
  423. }
  424. void SkeletonIK::stop() {
  425. set_process_internal(false);
  426. }
  427. Transform SkeletonIK::_get_target_transform() {
  428. if (!target_node_override && !target_node_path_override.is_empty())
  429. target_node_override = Object::cast_to<Spatial>(get_node(target_node_path_override));
  430. if (target_node_override)
  431. return target_node_override->get_global_transform();
  432. else
  433. return target;
  434. }
  435. void SkeletonIK::reload_chain() {
  436. FabrikInverseKinematic::free_task(task);
  437. task = NULL;
  438. if (!skeleton)
  439. return;
  440. task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
  441. if (task) {
  442. task->max_iterations = max_iterations;
  443. task->min_distance = min_distance;
  444. }
  445. }
  446. void SkeletonIK::reload_goal() {
  447. if (!task)
  448. return;
  449. FabrikInverseKinematic::set_goal(task, _get_target_transform());
  450. }
  451. void SkeletonIK::_solve_chain() {
  452. if (!task)
  453. return;
  454. FabrikInverseKinematic::solve(task, interpolation, override_tip_basis, use_magnet, magnet_position);
  455. }
  456. #endif // _3D_DISABLED