Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides
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871d067aa9
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@ -91,6 +91,15 @@
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Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
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</description>
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</method>
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<method name="get_bone_global_pose_no_override" qualifiers="const">
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<return type="Transform">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
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</description>
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</method>
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<method name="get_bone_name" qualifiers="const">
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<return type="String">
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</return>
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@ -237,53 +237,57 @@ void Skeleton3D::_notification(int p_what) {
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[order[i]];
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if (b.global_pose_override_amount >= 0.999) {
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b.pose_global = b.global_pose_override;
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} else {
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if (b.disable_rest) {
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if (b.enabled) {
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Transform pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * pose;
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} else {
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b.pose_global = pose;
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}
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global;
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} else {
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b.pose_global = Transform();
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}
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if (b.disable_rest) {
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if (b.enabled) {
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Transform pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * pose;
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b.pose_global_no_override = bonesptr[b.parent].pose_global * pose;
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} else {
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b.pose_global = pose;
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b.pose_global_no_override = pose;
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}
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} else {
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if (b.enabled) {
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Transform pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
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} else {
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b.pose_global = b.rest * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global;
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b.pose_global_no_override = bonesptr[b.parent].pose_global;
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * b.rest;
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} else {
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b.pose_global = b.rest;
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}
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b.pose_global = Transform();
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b.pose_global_no_override = Transform();
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}
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}
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if (b.global_pose_override_amount >= CMP_EPSILON) {
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b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
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} else {
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if (b.enabled) {
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Transform pose = b.pose;
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if (b.custom_pose_enable) {
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pose = b.custom_pose * pose;
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}
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
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b.pose_global_no_override = bonesptr[b.parent].pose_global * (b.rest * pose);
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} else {
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b.pose_global = b.rest * pose;
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b.pose_global_no_override = b.rest * pose;
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}
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} else {
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if (b.parent >= 0) {
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b.pose_global = bonesptr[b.parent].pose_global * b.rest;
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b.pose_global_no_override = bonesptr[b.parent].pose_global * b.rest;
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} else {
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b.pose_global = b.rest;
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b.pose_global_no_override = b.rest;
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}
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}
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}
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if (b.global_pose_override_amount >= CMP_EPSILON) {
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b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
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}
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if (b.global_pose_override_reset) {
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b.global_pose_override_amount = 0.0;
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}
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@ -408,6 +412,14 @@ Transform Skeleton3D::get_bone_global_pose(int p_bone) const {
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return bones[p_bone].pose_global;
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}
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Transform Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
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ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
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if (dirty) {
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const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
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}
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return bones[p_bone].pose_global_no_override;
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}
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// skeleton creation api
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void Skeleton3D::add_bone(const String &p_name) {
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ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
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@ -912,6 +924,7 @@ void Skeleton3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
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ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
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ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
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ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose);
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ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose);
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@ -83,6 +83,7 @@ private:
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Transform pose;
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Transform pose_global;
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Transform pose_global_no_override;
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bool custom_pose_enable = false;
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Transform custom_pose;
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@ -160,6 +161,7 @@ public:
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void set_bone_rest(int p_bone, const Transform &p_rest);
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Transform get_bone_rest(int p_bone) const;
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Transform get_bone_global_pose(int p_bone) const;
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Transform get_bone_global_pose_no_override(int p_bone) const;
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void clear_bones_global_pose_override();
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void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);
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@ -246,7 +246,7 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_
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p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
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} else {
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// End effector in local transform
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const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors[0].tip_bone));
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const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose_no_override(p_task->end_effectors[0].tip_bone));
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// Update the end_effector (local transform) by blending with current pose
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p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
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@ -270,18 +270,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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return; // Skip solving
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}
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p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
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if (p_task->chain.middle_chain_item) {
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p_task->skeleton->set_bone_global_pose_override(p_task->chain.middle_chain_item->bone, Transform(), 0.0, true);
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}
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for (int i = 0; i < p_task->chain.tips.size(); i += 1) {
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p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
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}
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// Update the transforms to their global poses
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// (Needed to sync IK with animation)
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// Update the initial root transform so its synced with any animation changes
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_update_chain(p_task->skeleton, &p_task->chain.chain_root);
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make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
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@ -298,48 +287,22 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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Transform new_bone_pose(ci->initial_transform);
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new_bone_pose.origin = ci->current_pos;
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// The root bone needs to be rotated differently so it isn't frozen in place.
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if (ci == &p_task->chain.chain_root && !ci->children.is_empty()) {
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new_bone_pose = new_bone_pose.looking_at(ci->children[0].current_pos);
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const Vector3 bone_rest_dir = p_task->skeleton->get_bone_rest(ci->children[0].bone).origin.normalized().abs();
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const Vector3 bone_rest_dir_abs = bone_rest_dir.abs();
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if (bone_rest_dir_abs.x > bone_rest_dir_abs.y && bone_rest_dir_abs.x > bone_rest_dir_abs.z) {
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if (bone_rest_dir.x < 0) {
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new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), -Math_PI / 2.0f);
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} else {
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new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), Math_PI / 2.0f);
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}
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} else if (bone_rest_dir_abs.y > bone_rest_dir_abs.x && bone_rest_dir_abs.y > bone_rest_dir_abs.z) {
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if (bone_rest_dir.y < 0) {
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new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), Math_PI / 2.0f);
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} else {
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new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), -Math_PI / 2.0f);
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}
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} else {
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if (bone_rest_dir.z < 0) {
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// Do nothing!
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} else {
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new_bone_pose.basis.rotate_local(Vector3(0, 0, 1), Math_PI);
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}
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if (!ci->children.is_empty()) {
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/// Rotate basis
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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());
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if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
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const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
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new_bone_pose.basis.rotate(rot_axis, rot_angle);
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}
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} else {
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if (!ci->children.is_empty()) {
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/// Rotate basis
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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());
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if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
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const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
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new_bone_pose.basis.rotate(rot_axis, rot_angle);
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}
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// Set target orientation to tip
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if (override_tip_basis) {
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new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
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} else {
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// Set target orientation to tip
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if (override_tip_basis) {
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new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
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} else {
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new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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}
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new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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}
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}
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@ -362,7 +325,7 @@ void FabrikInverseKinematic::_update_chain(const Skeleton3D *p_sk, ChainItem *p_
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return;
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}
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p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
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p_chain_item->initial_transform = p_sk->get_bone_global_pose_no_override(p_chain_item->bone);
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p_chain_item->current_pos = p_chain_item->initial_transform.origin;
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ChainItem *items = p_chain_item->children.ptrw();
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