SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used
(Forward port of 3.X code for Godot 4)
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@ -129,7 +129,7 @@ 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::solve_simple(Task *p_task, bool p_solve_magnet) {
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void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet, Vector3 p_origin_pos) {
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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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int can_solve(p_task->max_iterations);
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@ -138,7 +138,7 @@ void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
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--can_solve;
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solve_simple_backwards(p_task->chain, p_solve_magnet);
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solve_simple_forwards(p_task->chain, p_solve_magnet);
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solve_simple_forwards(p_task->chain, p_solve_magnet, p_origin_pos);
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distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
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}
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@ -176,13 +176,13 @@ void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve
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}
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}
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void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet) {
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void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet, Vector3 p_origin_pos) {
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if (p_solve_magnet && !r_chain.middle_chain_item) {
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return;
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}
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ChainItem *sub_chain_root(&r_chain.chain_root);
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Vector3 origin(r_chain.chain_root.initial_transform.origin);
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Vector3 origin = p_origin_pos;
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while (sub_chain_root) { // Reach the tip
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sub_chain_root->current_pos = origin;
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@ -273,13 +273,16 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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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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p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, false);
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Vector3 origin_pos = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone).origin;
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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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solve_simple(p_task, true);
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solve_simple(p_task, true, origin_pos);
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}
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solve_simple(p_task, false);
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solve_simple(p_task, false, origin_pos);
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// Assign new bone position.
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ChainItem *ci(&p_task->chain.chain_root);
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@ -106,10 +106,10 @@ 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 solve_simple(Task *p_task, bool p_solve_magnet);
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static void solve_simple(Task *p_task, bool p_solve_magnet, Vector3 p_origin_pos);
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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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static void solve_simple_forwards(Chain &r_chain, bool p_solve_magnet);
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static void solve_simple_forwards(Chain &r_chain, bool p_solve_magnet, Vector3 p_origin_pos);
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public:
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static Task *create_simple_task(Skeleton3D *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform);
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