godot/scene/resources/skeleton_modification_3d_ccdik.h

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/**************************************************************************/
/* skeleton_modification_3d_ccdik.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
#ifndef SKELETON_MODIFICATION_3D_CCDIK_H
#define SKELETON_MODIFICATION_3D_CCDIK_H
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 21:22:34 +00:00
#include "core/templates/local_vector.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
class SkeletonModification3DCCDIK : public SkeletonModification3D {
GDCLASS(SkeletonModification3DCCDIK, SkeletonModification3D);
private:
enum CCDIK_Axes {
AXIS_X,
AXIS_Y,
AXIS_Z
};
struct CCDIK_Joint_Data {
String bone_name = "";
int bone_idx = -1;
int ccdik_axis = 0;
bool enable_constraint = false;
real_t constraint_angle_min = 0;
real_t constraint_angle_max = (2.0 * Math_PI);
bool constraint_angles_invert = false;
};
LocalVector<CCDIK_Joint_Data> ccdik_data_chain;
NodePath target_node;
ObjectID target_node_cache;
NodePath tip_node;
ObjectID tip_node_cache;
bool use_high_quality_solve = true;
void update_target_cache();
void update_tip_cache();
void _execute_ccdik_joint(int p_joint_idx, Node3D *p_target, Node3D *p_tip);
protected:
static void _bind_methods();
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
virtual void _execute(real_t p_delta) override;
virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_tip_node(const NodePath &p_tip_node);
NodePath get_tip_node() const;
void set_use_high_quality_solve(bool p_solve);
bool get_use_high_quality_solve() const;
String get_ccdik_joint_bone_name(int p_joint_idx) const;
void set_ccdik_joint_bone_name(int p_joint_idx, String p_bone_name);
int get_ccdik_joint_bone_index(int p_joint_idx) const;
void set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx);
int get_ccdik_joint_ccdik_axis(int p_joint_idx) const;
void set_ccdik_joint_ccdik_axis(int p_joint_idx, int p_axis);
bool get_ccdik_joint_enable_constraint(int p_joint_idx) const;
void set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_enable);
real_t get_ccdik_joint_constraint_angle_min(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_min(int p_joint_idx, real_t p_angle_min);
real_t get_ccdik_joint_constraint_angle_max(int p_joint_idx) const;
void set_ccdik_joint_constraint_angle_max(int p_joint_idx, real_t p_angle_max);
bool get_ccdik_joint_constraint_invert(int p_joint_idx) const;
void set_ccdik_joint_constraint_invert(int p_joint_idx, bool p_invert);
int get_ccdik_data_chain_length();
void set_ccdik_data_chain_length(int p_new_length);
SkeletonModification3DCCDIK();
~SkeletonModification3DCCDIK();
};
#endif // SKELETON_MODIFICATION_3D_CCDIK_H