Changes to SkeletonIK:
* Removed the pointers to PhysicalBone in the code, as they were unused. * Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0. * Fixed issue where the root bone in the IK chain would not rotate correctly. * The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects. * While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not! * Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!) * Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
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@ -63,7 +63,6 @@ bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain
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chain.chain_root.bone = p_task->root_bone;
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chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
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chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
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chain.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
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chain.middle_chain_item = nullptr;
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// Holds all IDs that are composing a single chain in reverse order
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@ -96,8 +95,6 @@ bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain
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if (!child_ci) {
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child_ci = sub_chain->add_child(chain_ids[i]);
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child_ci->pb = p_task->skeleton->get_physical_bone(child_ci->bone);
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child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
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child_ci->current_pos = child_ci->initial_transform.origin;
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@ -132,20 +129,6 @@ bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain
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return true;
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}
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void FabrikInverseKinematic::update_chain(const Skeleton3D *p_sk, ChainItem *p_chain_item) {
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if (!p_chain_item) {
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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->current_pos = p_chain_item->initial_transform.origin;
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ChainItem *items = p_chain_item->children.ptrw();
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for (int i = 0; i < p_chain_item->children.size(); i += 1) {
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update_chain(p_sk, items + i);
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}
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}
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void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
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real_t distance_to_goal(1e4);
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real_t previous_distance_to_goal(0);
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@ -263,7 +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.write[0].tip_bone));
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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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// 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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@ -285,9 +268,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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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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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);
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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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if (p_use_magnet && p_task->chain.middle_chain_item) {
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p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.lerp(p_magnet_position, blending_delta);
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@ -310,6 +291,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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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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// Set target orientation to tip
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if (override_tip_basis) {
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@ -319,6 +301,10 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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}
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}
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// IK should not affect scale, so undo any scaling
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new_bone_pose.basis.orthonormalize();
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new_bone_pose.basis.scale(p_task->skeleton->get_bone_global_pose(ci->bone).basis.get_scale());
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p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
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if (!ci->children.empty()) {
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@ -52,7 +52,6 @@ class FabrikInverseKinematic {
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// Bone info
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BoneId bone = -1;
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PhysicalBone3D *pb = nullptr;
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real_t length = 0;
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/// Positions relative to root bone
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@ -113,8 +112,6 @@ private:
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/// Init a chain that starts from the root to tip
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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 Skeleton3D *p_sk, ChainItem *p_chain_item);
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static void solve_simple(Task *p_task, bool p_solve_magnet);
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/// Special solvers that solve only chains with one end effector
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static void solve_simple_backwards(Chain &r_chain, bool p_solve_magnet);
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