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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
195 lines
6.3 KiB
C++
195 lines
6.3 KiB
C++
/**************************************************************************/
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/* skeleton_ik_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef SKELETON_IK_3D_H
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#define SKELETON_IK_3D_H
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#ifndef _3D_DISABLED
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#include "scene/3d/skeleton_3d.h"
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class FabrikInverseKinematic {
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struct EndEffector {
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BoneId tip_bone;
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Transform3D goal_transform;
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};
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struct ChainItem {
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Vector<ChainItem> children;
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ChainItem *parent_item = nullptr;
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// Bone info
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BoneId bone = -1;
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real_t length = 0.0;
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/// Positions relative to root bone
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Transform3D initial_transform;
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Vector3 current_pos;
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// Direction from this bone to child
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Vector3 current_ori;
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ChainItem *find_child(const BoneId p_bone_id);
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ChainItem *add_child(const BoneId p_bone_id);
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};
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struct ChainTip {
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ChainItem *chain_item = nullptr;
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const EndEffector *end_effector = nullptr;
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ChainTip() {}
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ChainTip(ChainItem *p_chain_item, const EndEffector *p_end_effector) :
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chain_item(p_chain_item),
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end_effector(p_end_effector) {}
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};
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struct Chain {
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ChainItem chain_root;
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ChainItem *middle_chain_item = nullptr;
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Vector<ChainTip> tips;
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Vector3 magnet_position;
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};
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public:
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struct Task {
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RID self;
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Skeleton3D *skeleton = nullptr;
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Chain chain;
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// Settings
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real_t min_distance = 0.01;
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int max_iterations = 10;
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// Bone data
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BoneId root_bone = -1;
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Vector<EndEffector> end_effectors;
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Transform3D goal_global_transform;
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Task() {}
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};
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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, 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(const 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 Transform3D &goal_transform);
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static void free_task(Task *p_task);
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// The goal of chain should be always in local space
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static void set_goal(Task *p_task, const Transform3D &p_goal);
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static void make_goal(Task *p_task, const Transform3D &p_inverse_transf, real_t blending_delta);
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static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position);
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static void _update_chain(const Skeleton3D *p_skeleton, ChainItem *p_chain_item);
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};
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class SkeletonIK3D : public Node {
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GDCLASS(SkeletonIK3D, Node);
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StringName root_bone;
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StringName tip_bone;
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real_t interpolation = 1.0;
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Transform3D target;
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NodePath target_node_path_override;
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bool override_tip_basis = true;
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bool use_magnet = false;
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Vector3 magnet_position;
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real_t min_distance = 0.01;
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int max_iterations = 10;
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Skeleton3D *skeleton = nullptr;
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Node3D *target_node_override = nullptr;
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FabrikInverseKinematic::Task *task = nullptr;
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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virtual void _notification(int p_what);
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public:
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SkeletonIK3D();
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virtual ~SkeletonIK3D();
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void set_root_bone(const StringName &p_root_bone);
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StringName get_root_bone() const;
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void set_tip_bone(const StringName &p_tip_bone);
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StringName get_tip_bone() const;
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void set_interpolation(real_t p_interpolation);
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real_t get_interpolation() const;
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void set_target_transform(const Transform3D &p_target);
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const Transform3D &get_target_transform() const;
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void set_target_node(const NodePath &p_node);
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NodePath get_target_node();
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void set_override_tip_basis(bool p_override);
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bool is_override_tip_basis() const;
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void set_use_magnet(bool p_use);
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bool is_using_magnet() const;
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void set_magnet_position(const Vector3 &p_local_position);
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const Vector3 &get_magnet_position() const;
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void set_min_distance(real_t p_min_distance);
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real_t get_min_distance() const { return min_distance; }
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void set_max_iterations(int p_iterations);
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int get_max_iterations() const { return max_iterations; }
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Skeleton3D *get_parent_skeleton() const { return skeleton; }
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bool is_running();
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void start(bool p_one_time = false);
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void stop();
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private:
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Transform3D _get_target_transform();
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void reload_chain();
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void reload_goal();
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void _solve_chain();
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};
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#endif // _3D_DISABLED
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#endif // SKELETON_IK_3D_H
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