/**************************************************************************/ /* chain_ik_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #pragma once #include "scene/3d/ik_modifier_3d.h" class ChainIK3D : public IKModifier3D { GDCLASS(ChainIK3D, IKModifier3D); public: struct ChainIK3DSetting : public IKModifier3DSetting { #ifdef TOOLS_ENABLED // Note: // To cache global rest on global pose in SkeletonModifier process. // Since gizmo drawing might be processed after SkeletonModifier process, // so the gizmo which depend on modified pose is not drawn correctly. // Especially, limitation sphere is needed this since it bound mutable bone axis which retrieve by bone pose to the parent bone rest. Transform3D root_global_rest; #endif // TOOLS_ENABLED BoneJoint root_bone; BoneJoint end_bone; // To make virtual end joint. bool extend_end_bone = false; BoneDirection end_bone_direction = BONE_DIRECTION_FROM_PARENT; float end_bone_length = 0.0; LocalVector joints; LocalVector solver_info_list; LocalVector chain; // Only update chain coordinates to avoid to override previous result (bone poses). // Chain coordinates will be converted to bone pose by child class cache_current_joint_rotations() in the end of iterating. void update_chain_coordinate(Skeleton3D *p_skeleton, int p_index, const Vector3 &p_position) { // Don't update if the position is same as the current position (). // But distance_squared_to() is unsuitable because converting position to rotation requires a certain level of precision. if (Math::is_zero_approx(chain[p_index].distance_to(p_position))) { return; } // Allow flipping. chain[p_index] = p_position; cache_current_vector(p_skeleton, p_index); } void update_chain_coordinate_bw(Skeleton3D *p_skeleton, int p_index, const Vector3 &p_position) { // Don't update if the position is same as the current position. // But distance_squared_to() is unsuitable because converting position to rotation requires a certain level of precision. if (Math::is_zero_approx(chain[p_index].distance_to(p_position))) { return; } // Prevent flipping from backwards. Vector3 result = p_position; int HEAD = p_index - 1; int TAIL = p_index; if (HEAD >= 0 && HEAD < (int)solver_info_list.size()) { IKModifier3DSolverInfo *solver_info = solver_info_list[HEAD]; if (solver_info) { Vector3 old_head_to_tail = solver_info->current_vector; Vector3 new_head_to_tail = (result - chain[HEAD]).normalized(); if (Math::is_equal_approx((double)old_head_to_tail.dot(new_head_to_tail), -1.0)) { chain[TAIL] = chain[HEAD] + old_head_to_tail * solver_info->length; // Revert. return; // No change, cache is not updated. } } } chain[p_index] = result; cache_current_vector(p_skeleton, p_index); } void update_chain_coordinate_fw(Skeleton3D *p_skeleton, int p_index, const Vector3 &p_position) { // Don't update if the position is same as the current position. // But distance_squared_to() is unsuitable because converting position to rotation requires a certain level of precision. if (Math::is_zero_approx(chain[p_index].distance_to(p_position))) { return; } // Prevent flipping from forwards. Vector3 result = p_position; int HEAD = p_index; int TAIL = p_index + 1; if (TAIL >= 0 && TAIL < (int)solver_info_list.size()) { IKModifier3DSolverInfo *solver_info = solver_info_list[HEAD]; if (solver_info) { Vector3 old_head_to_tail = solver_info->current_vector; Vector3 new_head_to_tail = (chain[TAIL] - result).normalized(); if (Math::is_equal_approx((double)old_head_to_tail.dot(new_head_to_tail), -1.0)) { chain[HEAD] = chain[TAIL] - old_head_to_tail * solver_info->length; // Revert. return; // No change, cache is not updated. } } } chain[p_index] = result; cache_current_vector(p_skeleton, p_index); } void cache_current_vector(Skeleton3D *p_skeleton, int p_index) { int cur_head = p_index - 1; int cur_tail = p_index; if (cur_head >= 0) { IKModifier3DSolverInfo *solver_info = solver_info_list[cur_head]; if (solver_info) { solver_info->current_vector = (chain[cur_tail] - chain[cur_head]).normalized(); } } cur_head = p_index; cur_tail = p_index + 1; if (cur_tail < (int)chain.size()) { IKModifier3DSolverInfo *solver_info = solver_info_list[cur_head]; if (solver_info) { solver_info->current_vector = (chain[cur_tail] - chain[cur_head]).normalized(); } } } void cache_current_vectors(Skeleton3D *p_skeleton) { for (uint32_t i = 0; i < joints.size(); i++) { int HEAD = i; int TAIL = i + 1; IKModifier3DSolverInfo *solver_info = solver_info_list[HEAD]; if (!solver_info) { continue; } solver_info->current_vector = (chain[TAIL] - chain[HEAD]).normalized(); } } void init_current_joint_rotations(Skeleton3D *p_skeleton) { if (root_bone.bone < 0) { return; } Quaternion parent_gpose; int parent = p_skeleton->get_bone_parent(root_bone.bone); if (parent >= 0) { parent_gpose = p_skeleton->get_bone_global_pose(parent).basis.get_rotation_quaternion(); } for (uint32_t i = 0; i < joints.size(); i++) { IKModifier3DSolverInfo *solver_info = solver_info_list[i]; if (!solver_info) { continue; } solver_info->current_lrest = p_skeleton->get_bone_pose(joints[i].bone).basis.get_rotation_quaternion(); solver_info->current_grest = parent_gpose * solver_info->current_lrest; solver_info->current_grest.normalize(); solver_info->current_lpose = p_skeleton->get_bone_pose(joints[i].bone).basis.get_rotation_quaternion(); solver_info->current_gpose = parent_gpose * solver_info->current_lpose; solver_info->current_gpose.normalize(); parent_gpose = solver_info->current_gpose; } cache_current_vectors(p_skeleton); } ~ChainIK3DSetting() { for (uint32_t i = 0; i < solver_info_list.size(); i++) { if (solver_info_list[i]) { memdelete(solver_info_list[i]); solver_info_list[i] = nullptr; } } solver_info_list.clear(); } }; protected: #ifdef TOOLS_ENABLED virtual void _update_mutable_info() override; #endif // TOOLS_ENABLED LocalVector chain_settings; // For caching. bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void get_property_list(List *p_list) const; void _validate_dynamic_prop(PropertyInfo &p_property) const; static void _bind_methods(); virtual void _validate_bone_names() override; void _validate_axes(Skeleton3D *p_skeleton) const; virtual void _validate_axis(Skeleton3D *p_skeleton, int p_index, int p_joint) const; virtual void _make_all_joints_dirty() override; virtual void _update_joints(int p_index) override; virtual void _process_ik(Skeleton3D *p_skeleton, double p_delta) override; virtual void _set_joint_count(int p_index, int p_count); public: virtual void set_setting_count(int p_count) override { _set_setting_count(p_count); chain_settings = _cast_settings(); } virtual void clear_settings() override { _set_setting_count(0); chain_settings.clear(); } // Setting. void set_root_bone_name(int p_index, const String &p_bone_name); String get_root_bone_name(int p_index) const; void set_root_bone(int p_index, int p_bone); int get_root_bone(int p_index) const; void set_end_bone_name(int p_index, const String &p_bone_name); String get_end_bone_name(int p_index) const; void set_end_bone(int p_index, int p_bone); int get_end_bone(int p_index) const; void set_extend_end_bone(int p_index, bool p_enabled); bool is_end_bone_extended(int p_index) const; void set_end_bone_direction(int p_index, BoneDirection p_bone_direction); BoneDirection get_end_bone_direction(int p_index) const; void set_end_bone_length(int p_index, float p_length); float get_end_bone_length(int p_index) const; // Individual joints. void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name); String get_joint_bone_name(int p_index, int p_joint) const; void set_joint_bone(int p_index, int p_joint, int p_bone); int get_joint_bone(int p_index, int p_joint) const; void set_joint_count(int p_index, int p_count); int get_joint_count(int p_index) const; #ifdef TOOLS_ENABLED // Helper. static Transform3D get_bone_global_rest_mutable(Skeleton3D *p_skeleton, int p_bone); Transform3D get_chain_root_global_rest(int p_index); virtual Vector3 get_bone_vector(int p_index, int p_joint) const; #endif // TOOLS_ENABLED ~ChainIK3D(); };