Fixed task creation with void chain in SkeletonIK
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@ -54,9 +54,9 @@ FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(
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}
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/// Build a chain that starts from the root to tip
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void FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
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bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
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ERR_FAIL_COND(-1 == p_task->root_bone);
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ERR_FAIL_COND_V(-1 == p_task->root_bone, false);
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Chain &chain(p_task->chain);
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@ -77,8 +77,8 @@ void FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain
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for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {
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const EndEffector *ee(&p_task->end_effectors[x]);
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ERR_FAIL_COND(p_task->root_bone >= ee->tip_bone);
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ERR_FAIL_INDEX(ee->tip_bone, p_task->skeleton->get_bone_count());
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ERR_FAIL_COND_V(p_task->root_bone >= ee->tip_bone, false);
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ERR_FAIL_INDEX_V(ee->tip_bone, p_task->skeleton->get_bone_count(), false);
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sub_chain_size = 0;
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// Picks all IDs that composing a single chain in reverse order (except the root)
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@ -133,6 +133,7 @@ void FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain
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break;
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}
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}
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return true;
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}
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void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
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@ -247,7 +248,10 @@ FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleto
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task->end_effectors.push_back(ee);
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task->goal_global_transform = goal_transform;
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build_chain(task);
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if (!build_chain(task)) {
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free_task(task);
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return NULL;
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}
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return task;
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}
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@ -535,8 +539,10 @@ void SkeletonIK::reload_chain() {
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return;
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task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
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task->max_iterations = max_iterations;
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task->min_distance = min_distance;
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if (task) {
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task->max_iterations = max_iterations;
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task->min_distance = min_distance;
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}
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}
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void SkeletonIK::reload_goal() {
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@ -123,7 +123,7 @@ public:
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private:
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/// Init a chain that starts from the root to tip
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static void build_chain(Task *p_task, bool p_force_simple_chain = true);
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static bool build_chain(Task *p_task, bool p_force_simple_chain = true);
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static void update_chain(const Skeleton *p_sk, ChainItem *p_chain_item);
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