godot/scene/animation/skeleton_ik.cpp

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/*************************************************************************/
/* skeleton_ik.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
/**
* @author AndreaCatania
*/
#include "skeleton_ik.h"
#ifndef _3D_DISABLED
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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];
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}
}
return NULL;
}
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];
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}
/// Build a chain that starts from the root to tip
bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
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ERR_FAIL_COND_V(-1 == p_task->root_bone, false);
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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.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
chain.middle_chain_item = NULL;
// 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);
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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 = (((float)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->pb = p_task->skeleton->get_physical_bone(child_ci->bone);
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->current_pos - child_ci->parent_item->current_pos).length();
}
}
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 = NULL;
// 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 an "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;
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}
void FabrikInverseKinematic::update_chain(const Skeleton *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);
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}
}
void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
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);
distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
}
}
void FabrikInverseKinematic::solve_simple_backwards(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) {
if (p_solve_magnet && !r_chain.middle_chain_item) {
return;
}
ChainItem *sub_chain_root(&r_chain.chain_root);
Vector3 origin(r_chain.chain_root.initial_transform.origin);
while (sub_chain_root) { // Reach the tip
sub_chain_root->current_pos = origin;
if (!sub_chain_root->children.empty()) {
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ChainItem &child(sub_chain_root->children.write[0]);
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// 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 = NULL;
} else {
sub_chain_root = &child;
}
} else {
// Is tip
sub_chain_root = NULL;
}
}
}
FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &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 NULL;
}
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return task;
}
void FabrikInverseKinematic::free_task(Task *p_task) {
if (p_task)
memdelete(p_task);
}
void FabrikInverseKinematic::set_goal(Task *p_task, const Transform &p_goal) {
p_task->goal_global_transform = p_goal;
}
void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta) {
if (blending_delta >= 0.99f) {
// Update the end_effector (local transform) without blending
p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
} else {
// End effector in local transform
const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors[0].tip_bone));
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// Update the end_effector (local transform) by blending with current pose
p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
}
}
void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
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if (blending_delta <= 0.01f) {
return; // Skip solving
}
p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
if (p_task->chain.middle_chain_item) {
p_task->skeleton->set_bone_global_pose_override(p_task->chain.middle_chain_item->bone, Transform(), 0.0, true);
}
for (int i = 0; i < p_task->chain.tips.size(); i += 1) {
p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
}
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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);
update_chain(p_task->skeleton, &p_task->chain.chain_root);
if (p_use_magnet && p_task->chain.middle_chain_item) {
p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
solve_simple(p_task, true);
}
solve_simple(p_task, false);
// Assign new bone position.
ChainItem *ci(&p_task->chain.chain_root);
while (ci) {
Transform new_bone_pose(ci->initial_transform);
new_bone_pose.origin = ci->current_pos;
if (!ci->children.empty()) {
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/// Rotate basis
const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
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const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
new_bone_pose.basis.rotate(rot_axis, rot_angle);
}
} 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;
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}
// 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_override(ci->bone, new_bone_pose, 1.0, true);
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if (!ci->children.empty())
ci = &ci->children.write[0];
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else
ci = NULL;
}
}
void SkeletonIK::_validate_property(PropertyInfo &property) const {
if (property.name == "root_bone" || property.name == "tip_bone") {
if (skeleton) {
String names("--,");
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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_override_tip_basis", "override"), &SkeletonIK::set_override_tip_basis);
ClassDB::bind_method(D_METHOD("is_override_tip_basis"), &SkeletonIK::is_override_tip_basis);
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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");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target_transform", "get_target_transform");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis");
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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());
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set_process_priority(1);
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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() :
interpolation(1),
override_tip_basis(true),
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use_magnet(false),
min_distance(0.01),
max_iterations(10),
Fix warnings about wrong member initialization order [-Wreorder] Fixes the following GCC 5 warnings: ``` core/object.h:193:11: warning: 'MethodInfo::flags' will be initialized after [-Wreorder] core/object.h:192:15: warning: 'PropertyInfo MethodInfo::return_val' [-Wreorder] core/object.cpp:278:1: warning: when initialized here [-Wreorder] core/script_debugger_remote.h:97:6: warning: 'ScriptDebuggerRemote::max_cps' will be initialized after [-Wreorder] core/script_debugger_remote.h:91:6: warning: 'int ScriptDebuggerRemote::max_messages_per_frame' [-Wreorder] core/script_debugger_remote.cpp:1086:1: warning: when initialized here [-Wreorder] core/script_debugger_remote.h:98:6: warning: 'ScriptDebuggerRemote::char_count' will be initialized after [-Wreorder] core/script_debugger_remote.h:92:6: warning: 'int ScriptDebuggerRemote::n_messages_dropped' [-Wreorder] core/script_debugger_remote.cpp:1086:1: warning: when initialized here [-Wreorder] modules/bullet/area_bullet.h:102:7: warning: 'AreaBullet::isScratched' will be initialized after [-Wreorder] modules/bullet/area_bullet.h:92:39: warning: 'PhysicsServer::AreaSpaceOverrideMode AreaBullet::spOv_mode' [-Wreorder] modules/bullet/area_bullet.cpp:46:1: warning: when initialized here [-Wreorder] modules/bullet/collision_object_bullet.h:127:15: warning: 'CollisionObjectBullet::space' will be initialized after [-Wreorder] modules/bullet/collision_object_bullet.h:117:7: warning: 'CollisionObjectBullet::Type CollisionObjectBullet::type' [-Wreorder] modules/bullet/collision_object_bullet.cpp:67:1: warning: when initialized here [-Wreorder] modules/bullet/godot_ray_world_algorithm.h:48:7: warning: 'GodotRayWorldAlgorithm::m_ownManifol1d' will be initialized after [-Wreorder] modules/bullet/godot_ray_world_algorithm.h:46:33: warning: 'const btDiscreteDynamicsWorld* GodotRayWorldAlgorithm::m_world' [-Wreorder] modules/bullet/godot_ray_world_algorithm.cpp:50:1: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:91:18: warning: 'GodotAllConvexResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:89:6: warning: 'int GodotAllConvexResultCallback::m_resultMax' [-Wreorder] modules/bullet/godot_result_callbacks.h:93:2: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:142:18: warning: 'GodotAllContactResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:140:6: warning: 'int GodotAllContactResultCallback::m_resultMax' [-Wreorder] modules/bullet/godot_result_callbacks.h:147:2: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:168:18: warning: 'GodotContactPairContactResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:166:6: warning: 'int GodotContactPairContactResultCallback::m_resultMax' [-Wreorder] modules/bullet/godot_result_callbacks.h:173:2: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:195:18: warning: 'GodotRestInfoContactResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:191:7: warning: 'bool GodotRestInfoContactResultCallback::m_collided' [-Wreorder] modules/bullet/godot_result_callbacks.h:199:2: warning: when initialized here [-Wreorder] modules/bullet/rigid_body_bullet.h:200:9: warning: 'RigidBodyBullet::gravity_scale' will be initialized after [-Wreorder] modules/bullet/rigid_body_bullet.h:199:9: warning: 'real_t RigidBodyBullet::mass' [-Wreorder] modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder] modules/bullet/rigid_body_bullet.h:222:28: warning: 'RigidBodyBullet::force_integration_callback' will be initialized after [-Wreorder] modules/bullet/rigid_body_bullet.h:219:7: warning: 'bool RigidBodyBullet::isTransformChanged' [-Wreorder] modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder] modules/bullet/rigid_body_bullet.h:220:7: warning: 'RigidBodyBullet::previousActiveState' will be initialized after [-Wreorder] modules/bullet/rigid_body_bullet.h:208:6: warning: 'int RigidBodyBullet::maxCollisionsDetection' [-Wreorder] modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder] modules/bullet/soft_body_bullet.h:69:9: warning: 'SoftBodyBullet::total_mass' will be initialized after [-Wreorder] modules/bullet/soft_body_bullet.h:68:6: warning: 'int SoftBodyBullet::simulation_precision' [-Wreorder] modules/bullet/soft_body_bullet.cpp:38:1: warning: when initialized here [-Wreorder] modules/bullet/soft_body_bullet.h:76:9: warning: 'SoftBodyBullet::drag_coefficient' will be initialized after [-Wreorder] modules/bullet/soft_body_bullet.h:61:14: warning: 'btSoftBody* SoftBodyBullet::bt_soft_body' [-Wreorder] modules/bullet/soft_body_bullet.cpp:38:1: warning: when initialized here [-Wreorder] modules/bullet/space_bullet.h:97:22: warning: 'SpaceBullet::solver' will be initialized after [-Wreorder] modules/bullet/space_bullet.h:95:35: warning: 'btDefaultCollisionConfiguration* SpaceBullet::collisionConfiguration' [-Wreorder] modules/bullet/space_bullet.cpp:333:1: warning: when initialized here [-Wreorder] modules/bullet/space_bullet.h:101:23: warning: 'SpaceBullet::soft_body_world_info' will be initialized after [-Wreorder] modules/bullet/space_bullet.h:99:23: warning: 'btGhostPairCallback* SpaceBullet::ghostPairCallback' [-Wreorder] modules/bullet/space_bullet.cpp:333:1: warning: when initialized here [-Wreorder] modules/gdnative/nativescript/nativescript.h:79:13: warning: 'NativeScriptDesc::base_native_type' will be initialized after [-Wreorder] modules/gdnative/nativescript/nativescript.h:73:9: warning: 'String NativeScriptDesc::documentation' [-Wreorder] modules/gdnative/nativescript/nativescript.h:88:9: warning: when initialized here [-Wreorder] modules/gdscript/gdscript.h:296:6: warning: 'GDScriptWarning::line' will be initialized after [-Wreorder] modules/gdscript/gdscript.h:294:4: warning: 'GDScriptWarning::Code GDScriptWarning::code' [-Wreorder] modules/gdscript/gdscript.h:303:2: warning: when initialized here [-Wreorder] scene/3d/physics_body.h:544:7: warning: 'PhysicalBone::simulate_physics' will be initialized after [-Wreorder] scene/3d/physics_body.h:543:7: warning: 'bool PhysicalBone::_internal_static_body' [-Wreorder] scene/3d/physics_body.cpp:2502:1: warning: when initialized here [-Wreorder] scene/3d/physics_body.h:546:6: warning: 'PhysicalBone::bone_id' will be initialized after [-Wreorder] scene/3d/physics_body.h:539:12: warning: 'Skeleton* PhysicalBone::parent_skeleton' [-Wreorder] scene/3d/physics_body.cpp:2502:1: warning: when initialized here [-Wreorder] scene/3d/spring_arm.h:44:11: warning: 'SpringArm::mask' will be initialized after [-Wreorder] scene/3d/spring_arm.h:43:8: warning: 'float SpringArm::current_spring_length' [-Wreorder] scene/3d/spring_arm.cpp:37:1: warning: when initialized here [-Wreorder] scene/animation/skeleton_ik.h:159:11: warning: 'SkeletonIK::target_node_override' will be initialized after [-Wreorder] scene/animation/skeleton_ik.h:152:7: warning: 'bool SkeletonIK::use_magnet' [-Wreorder] scene/animation/skeleton_ik.cpp:418:1: warning: when initialized here [-Wreorder] scene/resources/tile_set.h:84:9: warning: 'TileSet::AutotileData::size' will be initialized after [-Wreorder] scene/resources/tile_set.h:83:7: warning: 'int TileSet::AutotileData::spacing' [-Wreorder] scene/resources/tile_set.h:92:12: warning: when initialized here [-Wreorder] scene/resources/tile_set.h:115:12: warning: 'TileSet::TileData::tile_mode' will be initialized after [-Wreorder] scene/resources/tile_set.h:114:9: warning: 'Color TileSet::TileData::modulate' [-Wreorder] scene/resources/tile_set.h:120:12: warning: when initialized here [-Wreorder] servers/physics/body_sw.h:84:19: warning: 'BodySW::direct_state_query_list' will be initialized after [-Wreorder] servers/physics/body_sw.h:57:11: warning: 'uint16_t BodySW::locked_axis' [-Wreorder] servers/physics/body_sw.cpp:756:1: warning: when initialized here [-Wreorder] ``` Nothing really relevant for us, but it's not a bad consistency improvement anyway so worth taking.
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skeleton(NULL),
target_node_override(NULL),
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task(NULL) {
}
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_override_tip_basis(bool p_override) {
override_tip_basis = p_override;
}
bool SkeletonIK::is_override_tip_basis() const {
return override_tip_basis;
}
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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);
if (target_node_override) {
reload_goal();
}
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_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());
if (task) {
task->max_iterations = max_iterations;
task->min_distance = min_distance;
}
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}
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, override_tip_basis, use_magnet, magnet_position);
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}
#endif // _3D_DISABLED