8d7a94389a
I don't already know how the fuck it works, but it is. A bit slow currently, but hope to improve it soon. The current limitations: 1. No constraints. At all. 2. Used simplest CCD algorithm, I just can't believe in jacobian construction from code. 3. Slow to get to target.
299 lines
7.9 KiB
C++
299 lines
7.9 KiB
C++
/*************************************************************************/
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/* ik.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* This file is Copyright (c) 2016 Sergey Lapin <slapinid@gmail.com> */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "ik.h"
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bool InverseKinematics::_get(const StringName& p_name,Variant &r_ret) const
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{
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if (String(p_name)=="ik_bone") {
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r_ret=get_bone_name();
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return true;
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}
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return false;
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}
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bool InverseKinematics::_set(const StringName& p_name, const Variant& p_value)
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{
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if (String(p_name)=="ik_bone") {
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set_bone_name(p_value);
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return true;
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}
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return false;
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}
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void InverseKinematics::_get_property_list( List<PropertyInfo>* p_list ) const
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{
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Skeleton *parent=NULL;
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if(get_parent())
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parent=get_parent()->cast_to<Skeleton>();
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if (parent) {
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String names;
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for(int i=0;i<parent->get_bone_count();i++) {
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if(i>0)
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names+=",";
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names+=parent->get_bone_name(i);
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}
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p_list->push_back(PropertyInfo(Variant::STRING,"ik_bone",PROPERTY_HINT_ENUM,names));
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} else {
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p_list->push_back(PropertyInfo(Variant::STRING,"ik_bone"));
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}
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}
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void InverseKinematics::_check_bind()
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{
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if (get_parent() && get_parent()->cast_to<Skeleton>()) {
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Skeleton *sk = get_parent()->cast_to<Skeleton>();
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int idx = sk->find_bone(ik_bone);
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if (idx!=-1) {
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ik_bone_no = idx;
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skel = sk;
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bound=true;
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}
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}
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}
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void InverseKinematics::_check_unbind()
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{
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if (bound) {
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if (get_parent() && get_parent()->cast_to<Skeleton>()) {
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Skeleton *sk = get_parent()->cast_to<Skeleton>();
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int idx = sk->find_bone(ik_bone);
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if (idx!=-1) {
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ik_bone_no = idx;
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skel = sk;
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}
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}
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bound=false;
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}
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}
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void InverseKinematics::set_bone_name(const String& p_name)
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{
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if (is_inside_tree())
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_check_unbind();
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ik_bone=p_name;
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if (is_inside_tree())
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_check_bind();
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}
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String InverseKinematics::get_bone_name() const
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{
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return ik_bone;
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}
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void InverseKinematics::set_iterations(int itn)
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{
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if (is_inside_tree())
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_check_unbind();
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iterations=itn;
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if (is_inside_tree())
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_check_bind();
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}
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int InverseKinematics::get_iterations() const
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{
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return iterations;
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}
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void InverseKinematics::set_chain_size(int cs)
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{
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if (is_inside_tree())
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_check_unbind();
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chain_size=cs;
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chain.clear();
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int cur_bone = ik_bone_no;
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int its = chain_size;
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set_process(false);
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print_line("wtf clean: " + itos(chain.size()) + "/" + itos(chain_size) + " wtf ik bone: " + itos(ik_bone_no));
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while (its > 0 && cur_bone >= 0) {
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print_line("wtf pushing: " + itos(chain.size()));
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chain.push_back(cur_bone);
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cur_bone = skel->get_bone_parent(cur_bone);
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its--;
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}
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set_process(true);
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print_line("wtf size: " + itos(chain.size()));
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if (is_inside_tree())
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_check_bind();
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}
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int InverseKinematics::get_chain_size() const
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{
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return chain_size;
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}
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void InverseKinematics::set_precision(float p)
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{
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if (is_inside_tree())
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_check_unbind();
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precision=p;
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if (is_inside_tree())
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_check_bind();
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}
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float InverseKinematics::get_precision() const
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{
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return precision;
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}
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void InverseKinematics::_notification(int p_what)
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{
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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_check_bind();
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tail_bone = -1;
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if (bound) {
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for (int i = 0; i < skel->get_bone_count(); i++)
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if (skel->get_bone_parent(i) == ik_bone_no)
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tail_bone = i;
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int cur_bone = ik_bone_no;
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int its = chain_size;
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while (its > 0 && cur_bone >= 0) {
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chain.push_back(cur_bone);
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cur_bone = skel->get_bone_parent(cur_bone);
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its--;
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}
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set_process(true);
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}
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} break;
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case NOTIFICATION_PROCESS: {
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float delta = get_process_delta_time();
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Spatial *sksp = skel->cast_to<Spatial>();
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if (!bound)
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break;
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if (!sksp)
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break;
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Vector3 to = get_translation();
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for (int hump = 0; hump < iterations; hump++) {
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int depth = 0;
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float olderr = 1000.0;
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float psign = 1.0;
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bool reached = false;
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for (List<int>::Element *b = chain.front(); b; b = b->next()) {
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int cur_bone = b->get();
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Vector3 d = skel->get_bone_global_pose(tail_bone).origin;
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Vector3 rg = to;
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float err = d.distance_squared_to(rg);
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if (err < precision) {
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if (!reached && err < precision)
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reached = true;
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break;
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} else
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if (reached)
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reached = false;
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if (err > olderr)
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psign = -psign;
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Transform mod = skel->get_bone_global_pose(cur_bone);
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Quat q1 = Quat(mod.basis).normalized();
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Transform mod2 = mod.looking_at(to, Vector3(0.0, 1.0, 0.0));
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Quat q2 = Quat(mod2.basis).normalized();
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if (psign < 0.0)
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q2 = q2.inverse();
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Quat q = q1.slerp(q2, 0.2 / (1.0 + 500.0 * depth)).normalized();
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Transform fin = Transform(q);
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fin.origin = mod.origin;
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skel->set_bone_global_pose(cur_bone, fin);
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depth++;
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}
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if (reached)
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break;
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_process(false);
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_check_unbind();
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} break;
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}
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}
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void InverseKinematics::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_bone_name","ik_bone"),&InverseKinematics::set_bone_name);
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ObjectTypeDB::bind_method(_MD("get_bone_name"),&InverseKinematics::get_bone_name);
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ObjectTypeDB::bind_method(_MD("set_iterations","iterations"),&InverseKinematics::set_iterations);
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ObjectTypeDB::bind_method(_MD("get_iterations"),&InverseKinematics::get_iterations);
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ObjectTypeDB::bind_method(_MD("set_chain_size","chain_size"),&InverseKinematics::set_chain_size);
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ObjectTypeDB::bind_method(_MD("get_chain_size"),&InverseKinematics::get_chain_size);
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ObjectTypeDB::bind_method(_MD("set_precision","precision"),&InverseKinematics::set_precision);
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ObjectTypeDB::bind_method(_MD("get_precision"),&InverseKinematics::get_precision);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "iterations"), _SCS("set_iterations"), _SCS("get_iterations"));
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chain_size"), _SCS("set_chain_size"), _SCS("get_chain_size"));
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "precision"), _SCS("set_precision"), _SCS("get_precision"));
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}
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InverseKinematics::InverseKinematics()
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{
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bound=false;
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chain_size = 2;
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iterations = 100;
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precision = 0.001;
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}
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