/**************************************************************************/ /* spline_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/chain_ik_3d.h" #include "scene/3d/path_3d.h" class SplineIK3D : public ChainIK3D { GDCLASS(SplineIK3D, ChainIK3D); public: struct SplineIK3DSetting : public ChainIK3DSetting { NodePath path_3d; bool tilt_enabled = true; int tilt_fade_in = 1; int tilt_fade_out = 1; LocalVector chain_length_accum; LocalVector twists; // Find the nearest point. int32_t find_nearest_point(const Vector3 &p_origin, double p_length_sq, const PackedVector3Array &p_points, bool p_is_path_closed, uint32_t p_first, double *r_ret) { ERR_FAIL_COND_V(p_first >= p_points.size(), p_points.size() - 1); uint32_t i = p_first; if (p_is_path_closed) { while (true) { if (p_origin.distance_squared_to(p_points[i]) >= p_length_sq) { break; } i++; i = Math::posmod(i, p_points.size()); if (i == p_first) { i = p_points.size(); break; // Can't found, use last. } } } else { while (i < p_points.size()) { if (p_origin.distance_squared_to(p_points[i]) >= p_length_sq) { break; } i++; } } if (i == 0) { *r_ret = 0.0; return p_first; } else if (i >= p_points.size()) { *r_ret = 1.0; return i; } *r_ret = Math::inverse_lerp((double)p_origin.distance_squared_to(p_points[i - 1]), (double)p_origin.distance_squared_to(p_points[i]), p_length_sq); return i - 1; } // Make rotation as bone pose from chain coordinates. void cache_current_joint_rotations(Skeleton3D *p_skeleton, bool p_use_tilt = false) { Transform3D parent_gpose_tr; int parent = p_skeleton->get_bone_parent(root_bone.bone); if (parent >= 0) { parent_gpose_tr = p_skeleton->get_bone_global_pose(parent); } Quaternion parent_gpose = parent_gpose_tr.basis.get_rotation_quaternion(); if (p_use_tilt) { double parent_twist = 0.0; for (uint32_t i = 0; i < joints.size(); i++) { int HEAD = i; IKModifier3DSolverInfo *solver_info = solver_info_list[HEAD]; if (!solver_info) { continue; } solver_info->current_lrest = p_skeleton->get_bone_pose(joints[HEAD].bone).basis.get_rotation_quaternion(); solver_info->current_grest = parent_gpose * solver_info->current_lrest; solver_info->current_grest.normalize(); Vector3 from = solver_info->forward_vector; Vector3 to = solver_info->current_grest.xform_inv(solver_info->current_vector).normalized(); Basis b = get_swing(Quaternion(from, to), from); b.rotate_local(from, twists[HEAD] - parent_twist); parent_twist = twists[HEAD]; solver_info->current_lpose = solver_info->current_lrest * b.get_rotation_quaternion(); solver_info->current_gpose = parent_gpose * solver_info->current_lpose; solver_info->current_gpose.normalize(); parent_gpose = solver_info->current_gpose; } } else { for (uint32_t i = 0; i < joints.size(); i++) { int HEAD = i; IKModifier3DSolverInfo *solver_info = solver_info_list[HEAD]; if (!solver_info) { continue; } solver_info->current_lrest = p_skeleton->get_bone_pose(joints[HEAD].bone).basis.get_rotation_quaternion(); solver_info->current_grest = parent_gpose * solver_info->current_lrest; solver_info->current_grest.normalize(); Vector3 from = solver_info->forward_vector; Vector3 to = solver_info->current_grest.xform_inv(solver_info->current_vector).normalized(); solver_info->current_lpose = solver_info->current_lrest * get_swing(Quaternion(from, to), from); solver_info->current_gpose = parent_gpose * solver_info->current_lpose; solver_info->current_gpose.normalize(); parent_gpose = solver_info->current_gpose; } } // To update positions in preprocess of _process_joints(). cache_current_vectors(p_skeleton); } }; protected: LocalVector sp_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 _init_joints(Skeleton3D *p_skeleton, int p_index) override; virtual void _make_simulation_dirty(int p_index) override; virtual void _update_bone_axis(Skeleton3D *p_skeleton, int p_index) override; virtual void _process_ik(Skeleton3D *p_skeleton, double p_delta) override; void _process_joints(double p_delta, Skeleton3D *p_skeleton, SplineIK3DSetting *p_setting, Ref p_curve, const Transform3D &p_curve_space); virtual void _set_joint_count(int p_index, int p_count) override; public: virtual PackedStringArray get_configuration_warnings() const override; virtual void set_setting_count(int p_count) override { _set_setting_count(p_count); sp_settings = _cast_settings(); chain_settings = _cast_settings(); // Don't forget to sync super class settings. } virtual void clear_settings() override { _set_setting_count(0); sp_settings.clear(); chain_settings.clear(); // Don't forget to sync super class settings. } // Setting. void set_path_3d(int p_index, const NodePath &p_path_3d); NodePath get_path_3d(int p_index) const; void set_tilt_enabled(int p_index, bool p_enabled); bool is_tilt_enabled(int p_index) const; void set_tilt_fade_in(int p_index, int p_size); int get_tilt_fade_in(int p_index) const; void set_tilt_fade_out(int p_index, int p_size); int get_tilt_fade_out(int p_index) const; // Helper. double get_bezier_arc_length(); #ifdef TOOLS_ENABLED virtual Vector3 get_bone_vector(int p_index, int p_joint) const override; #endif // TOOLS_ENABLED ~SplineIK3D(); };