virtualx-engine/scene/resources/skeleton_modification_3d_fabrik.cpp

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New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 23:22:34 +02:00
/*************************************************************************/
/* skeleton_modification_3d_fabrik.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "scene/resources/skeleton_modification_3d_fabrik.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
bool SkeletonModification3DFABRIK::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
if (path.begins_with("joint_data/")) {
int fabrik_data_size = fabrik_data_chain.size();
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, fabrik_data_size, false);
if (what == "bone_name") {
set_fabrik_joint_bone_name(which, p_value);
} else if (what == "bone_index") {
set_fabrik_joint_bone_index(which, p_value);
} else if (what == "length") {
set_fabrik_joint_length(which, p_value);
} else if (what == "magnet_position") {
set_fabrik_joint_magnet(which, p_value);
} else if (what == "auto_calculate_length") {
set_fabrik_joint_auto_calculate_length(which, p_value);
} else if (what == "use_tip_node") {
set_fabrik_joint_use_tip_node(which, p_value);
} else if (what == "tip_node") {
set_fabrik_joint_tip_node(which, p_value);
} else if (what == "use_target_basis") {
set_fabrik_joint_use_target_basis(which, p_value);
} else if (what == "roll") {
set_fabrik_joint_roll(which, Math::deg2rad(real_t(p_value)));
}
return true;
}
return true;
}
bool SkeletonModification3DFABRIK::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
if (path.begins_with("joint_data/")) {
const int fabrik_data_size = fabrik_data_chain.size();
int which = path.get_slicec('/', 1).to_int();
String what = path.get_slicec('/', 2);
ERR_FAIL_INDEX_V(which, fabrik_data_size, false);
if (what == "bone_name") {
r_ret = get_fabrik_joint_bone_name(which);
} else if (what == "bone_index") {
r_ret = get_fabrik_joint_bone_index(which);
} else if (what == "length") {
r_ret = get_fabrik_joint_length(which);
} else if (what == "magnet_position") {
r_ret = get_fabrik_joint_magnet(which);
} else if (what == "auto_calculate_length") {
r_ret = get_fabrik_joint_auto_calculate_length(which);
} else if (what == "use_tip_node") {
r_ret = get_fabrik_joint_use_tip_node(which);
} else if (what == "tip_node") {
r_ret = get_fabrik_joint_tip_node(which);
} else if (what == "use_target_basis") {
r_ret = get_fabrik_joint_use_target_basis(which);
} else if (what == "roll") {
r_ret = Math::rad2deg(get_fabrik_joint_roll(which));
}
return true;
}
return true;
}
void SkeletonModification3DFABRIK::_get_property_list(List<PropertyInfo> *p_list) const {
for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
String base_string = "joint_data/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING_NAME, base_string + "bone_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::INT, base_string + "bone_index", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "roll", PROPERTY_HINT_RANGE, "-360,360,0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "auto_calculate_length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (!fabrik_data_chain[i].auto_calculate_length) {
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "length", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
} else {
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_tip_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (fabrik_data_chain[i].use_tip_node) {
p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "tip_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D", PROPERTY_USAGE_DEFAULT));
}
}
// Cannot apply magnet to the origin of the chain, as it will not do anything.
if (i > 0) {
p_list->push_back(PropertyInfo(Variant::VECTOR3, base_string + "magnet_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
// Only give the override basis option on the last bone in the chain, so only include it for the last bone.
if (i == fabrik_data_chain.size() - 1) {
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_target_basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
}
}
}
void SkeletonModification3DFABRIK::_execute(real_t p_delta) {
ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
"Modification is not setup and therefore cannot execute!");
if (!enabled) {
return;
}
if (target_node_cache.is_null()) {
_print_execution_error(true, "Target cache is out of date. Attempting to update...");
update_target_cache();
return;
}
if (_print_execution_error(fabrik_data_chain.size() <= 1, "FABRIK requires at least two joints to operate. Cannot execute modification!")) {
return;
}
Node3D *node_target = Object::cast_to<Node3D>(ObjectDB::get_instance(target_node_cache));
if (_print_execution_error(!node_target || !node_target->is_inside_tree(), "Target node is not in the scene tree. Cannot execute modification!")) {
return;
}
// Verify that all joints have a valid bone ID, and that all bone lengths are zero or more
// Also, while we are here, apply magnet positions.
for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
if (_print_execution_error(fabrik_data_chain[i].bone_idx < 0, "FABRIK Joint " + itos(i) + " has an invalid bone ID. Cannot execute!")) {
return;
}
if (fabrik_data_chain[i].length < 0 && fabrik_data_chain[i].auto_calculate_length) {
fabrik_joint_auto_calculate_length(i);
}
if (_print_execution_error(fabrik_data_chain[i].length < 0, "FABRIK Joint " + itos(i) + " has an invalid joint length. Cannot execute!")) {
return;
}
Transform3D local_pose_override = stack->skeleton->get_bone_local_pose_override(fabrik_data_chain[i].bone_idx);
// Apply magnet positions:
if (stack->skeleton->get_bone_parent(fabrik_data_chain[i].bone_idx) >= 0) {
int parent_bone_idx = stack->skeleton->get_bone_parent(fabrik_data_chain[i].bone_idx);
Transform3D conversion_transform = (stack->skeleton->get_bone_global_pose(parent_bone_idx));
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 23:22:34 +02:00
local_pose_override.origin += conversion_transform.basis.xform_inv(fabrik_data_chain[i].magnet_position);
} else {
local_pose_override.origin += fabrik_data_chain[i].magnet_position;
}
stack->skeleton->set_bone_local_pose_override(fabrik_data_chain[i].bone_idx, local_pose_override, stack->strength, true);
}
target_global_pose = stack->skeleton->world_transform_to_global_pose(node_target->get_global_transform());
origin_global_pose = stack->skeleton->local_pose_to_global_pose(
fabrik_data_chain[0].bone_idx, stack->skeleton->get_bone_local_pose_override(fabrik_data_chain[0].bone_idx));
final_joint_idx = fabrik_data_chain.size() - 1;
real_t target_distance = stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[final_joint_idx].bone_idx, target_global_pose).origin.length();
chain_iterations = 0;
while (target_distance > chain_tolerance) {
chain_backwards();
chain_forwards();
// update the target distance
target_distance = stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[final_joint_idx].bone_idx, target_global_pose).origin.length();
// update chain iterations
chain_iterations += 1;
if (chain_iterations >= chain_max_iterations) {
break;
}
}
chain_apply();
execution_error_found = false;
}
void SkeletonModification3DFABRIK::chain_backwards() {
int final_bone_idx = fabrik_data_chain[final_joint_idx].bone_idx;
Transform3D final_joint_trans = stack->skeleton->local_pose_to_global_pose(final_bone_idx, stack->skeleton->get_bone_local_pose_override(final_bone_idx));
// Get the direction the final bone is facing in.
stack->skeleton->update_bone_rest_forward_vector(final_bone_idx);
Transform3D final_bone_direction_trans = final_joint_trans.looking_at(target_global_pose.origin, Vector3(0, 1, 0));
final_bone_direction_trans.basis = stack->skeleton->global_pose_z_forward_to_bone_forward(final_bone_idx, final_bone_direction_trans.basis);
Vector3 direction = final_bone_direction_trans.basis.xform(stack->skeleton->get_bone_axis_forward_vector(final_bone_idx)).normalized();
// If set to override, then use the target's Basis rather than the bone's
if (fabrik_data_chain[final_joint_idx].use_target_basis) {
direction = target_global_pose.basis.xform(stack->skeleton->get_bone_axis_forward_vector(final_bone_idx)).normalized();
}
// set the position of the final joint to the target position
final_joint_trans.origin = target_global_pose.origin - (direction * fabrik_data_chain[final_joint_idx].length);
final_joint_trans = stack->skeleton->global_pose_to_local_pose(final_bone_idx, final_joint_trans);
stack->skeleton->set_bone_local_pose_override(final_bone_idx, final_joint_trans, stack->strength, true);
// for all other joints, move them towards the target
int i = final_joint_idx;
while (i >= 1) {
int next_bone_idx = fabrik_data_chain[i].bone_idx;
Transform3D next_bone_trans = stack->skeleton->local_pose_to_global_pose(next_bone_idx, stack->skeleton->get_bone_local_pose_override(next_bone_idx));
i -= 1;
int current_bone_idx = fabrik_data_chain[i].bone_idx;
Transform3D current_trans = stack->skeleton->local_pose_to_global_pose(current_bone_idx, stack->skeleton->get_bone_local_pose_override(current_bone_idx));
real_t length = fabrik_data_chain[i].length / (current_trans.origin.distance_to(next_bone_trans.origin));
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 23:22:34 +02:00
current_trans.origin = next_bone_trans.origin.lerp(current_trans.origin, length);
// Apply it back to the skeleton
stack->skeleton->set_bone_local_pose_override(current_bone_idx, stack->skeleton->global_pose_to_local_pose(current_bone_idx, current_trans), stack->strength, true);
}
}
void SkeletonModification3DFABRIK::chain_forwards() {
// Set root at the initial position.
int origin_bone_idx = fabrik_data_chain[0].bone_idx;
Transform3D root_transform = stack->skeleton->local_pose_to_global_pose(origin_bone_idx, stack->skeleton->get_bone_local_pose_override(origin_bone_idx));
root_transform.origin = origin_global_pose.origin;
stack->skeleton->set_bone_local_pose_override(origin_bone_idx, stack->skeleton->global_pose_to_local_pose(origin_bone_idx, root_transform), stack->strength, true);
for (uint32_t i = 0; i < fabrik_data_chain.size() - 1; i++) {
int current_bone_idx = fabrik_data_chain[i].bone_idx;
Transform3D current_trans = stack->skeleton->local_pose_to_global_pose(current_bone_idx, stack->skeleton->get_bone_local_pose_override(current_bone_idx));
int next_bone_idx = fabrik_data_chain[i + 1].bone_idx;
Transform3D next_bone_trans = stack->skeleton->local_pose_to_global_pose(next_bone_idx, stack->skeleton->get_bone_local_pose_override(next_bone_idx));
real_t length = fabrik_data_chain[i].length / (next_bone_trans.origin.distance_to(current_trans.origin));
New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2020-08-03 23:22:34 +02:00
next_bone_trans.origin = current_trans.origin.lerp(next_bone_trans.origin, length);
// Apply it back to the skeleton
stack->skeleton->set_bone_local_pose_override(next_bone_idx, stack->skeleton->global_pose_to_local_pose(next_bone_idx, next_bone_trans), stack->strength, true);
}
}
void SkeletonModification3DFABRIK::chain_apply() {
for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
int current_bone_idx = fabrik_data_chain[i].bone_idx;
Transform3D current_trans = stack->skeleton->get_bone_local_pose_override(current_bone_idx);
current_trans = stack->skeleton->local_pose_to_global_pose(current_bone_idx, current_trans);
// If this is the last bone in the chain...
if (i == fabrik_data_chain.size() - 1) {
if (fabrik_data_chain[i].use_target_basis == false) { // Point to target...
// Get the forward direction that the basis is facing in right now.
stack->skeleton->update_bone_rest_forward_vector(current_bone_idx);
Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(current_bone_idx);
// Rotate the bone towards the target:
current_trans.basis.rotate_to_align(forward_vector, current_trans.origin.direction_to(target_global_pose.origin));
current_trans.basis.rotate_local(forward_vector, fabrik_data_chain[i].roll);
} else { // Use the target's Basis...
current_trans.basis = target_global_pose.basis.orthonormalized().scaled(current_trans.basis.get_scale());
}
} else { // every other bone in the chain...
int next_bone_idx = fabrik_data_chain[i + 1].bone_idx;
Transform3D next_trans = stack->skeleton->local_pose_to_global_pose(next_bone_idx, stack->skeleton->get_bone_local_pose_override(next_bone_idx));
// Get the forward direction that the basis is facing in right now.
stack->skeleton->update_bone_rest_forward_vector(current_bone_idx);
Vector3 forward_vector = stack->skeleton->get_bone_axis_forward_vector(current_bone_idx);
// Rotate the bone towards the next bone in the chain:
current_trans.basis.rotate_to_align(forward_vector, current_trans.origin.direction_to(next_trans.origin));
current_trans.basis.rotate_local(forward_vector, fabrik_data_chain[i].roll);
}
current_trans = stack->skeleton->global_pose_to_local_pose(current_bone_idx, current_trans);
current_trans.origin = Vector3(0, 0, 0);
stack->skeleton->set_bone_local_pose_override(current_bone_idx, current_trans, stack->strength, true);
}
// Update all the bones so the next modification has up-to-date data.
stack->skeleton->force_update_all_bone_transforms();
}
void SkeletonModification3DFABRIK::_setup_modification(SkeletonModificationStack3D *p_stack) {
stack = p_stack;
if (stack != nullptr) {
is_setup = true;
execution_error_found = false;
update_target_cache();
for (uint32_t i = 0; i < fabrik_data_chain.size(); i++) {
update_joint_tip_cache(i);
}
}
}
void SkeletonModification3DFABRIK::update_target_cache() {
if (!is_setup || !stack) {
_print_execution_error(true, "Cannot update target cache: modification is not properly setup!");
return;
}
target_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree() && target_node.is_empty() == false) {
if (stack->skeleton->has_node(target_node)) {
Node *node = stack->skeleton->get_node(target_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update target cache: node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update target cache: node is not in the scene tree!");
target_node_cache = node->get_instance_id();
execution_error_found = false;
}
}
}
}
void SkeletonModification3DFABRIK::update_joint_tip_cache(int p_joint_idx) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_MSG(p_joint_idx, bone_chain_size, "FABRIK joint not found");
if (!is_setup || !stack) {
_print_execution_error(true, "Cannot update tip cache: modification is not properly setup!");
return;
}
fabrik_data_chain[p_joint_idx].tip_node_cache = ObjectID();
if (stack->skeleton) {
if (stack->skeleton->is_inside_tree() && fabrik_data_chain[p_joint_idx].tip_node.is_empty() == false) {
if (stack->skeleton->has_node(fabrik_data_chain[p_joint_idx].tip_node)) {
Node *node = stack->skeleton->get_node(fabrik_data_chain[p_joint_idx].tip_node);
ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
"Cannot update tip cache for joint " + itos(p_joint_idx) + ": node is this modification's skeleton or cannot be found!");
ERR_FAIL_COND_MSG(!node->is_inside_tree(),
"Cannot update tip cache for joint " + itos(p_joint_idx) + ": node is not in scene tree!");
fabrik_data_chain[p_joint_idx].tip_node_cache = node->get_instance_id();
execution_error_found = false;
}
}
}
}
void SkeletonModification3DFABRIK::set_target_node(const NodePath &p_target_node) {
target_node = p_target_node;
update_target_cache();
}
NodePath SkeletonModification3DFABRIK::get_target_node() const {
return target_node;
}
int SkeletonModification3DFABRIK::get_fabrik_data_chain_length() {
return fabrik_data_chain.size();
}
void SkeletonModification3DFABRIK::set_fabrik_data_chain_length(int p_length) {
ERR_FAIL_COND(p_length < 0);
fabrik_data_chain.resize(p_length);
execution_error_found = false;
notify_property_list_changed();
}
real_t SkeletonModification3DFABRIK::get_chain_tolerance() {
return chain_tolerance;
}
void SkeletonModification3DFABRIK::set_chain_tolerance(real_t p_tolerance) {
ERR_FAIL_COND_MSG(p_tolerance <= 0, "FABRIK chain tolerance must be more than zero!");
chain_tolerance = p_tolerance;
}
int SkeletonModification3DFABRIK::get_chain_max_iterations() {
return chain_max_iterations;
}
void SkeletonModification3DFABRIK::set_chain_max_iterations(int p_iterations) {
ERR_FAIL_COND_MSG(p_iterations <= 0, "FABRIK chain iterations must be at least one. Set enabled to false to disable the FABRIK chain.");
chain_max_iterations = p_iterations;
}
// FABRIK joint data functions
String SkeletonModification3DFABRIK::get_fabrik_joint_bone_name(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, String());
return fabrik_data_chain[p_joint_idx].bone_name;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_bone_name(int p_joint_idx, String p_bone_name) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].bone_name = p_bone_name;
if (stack) {
if (stack->skeleton) {
fabrik_data_chain[p_joint_idx].bone_idx = stack->skeleton->find_bone(p_bone_name);
}
}
execution_error_found = false;
notify_property_list_changed();
}
int SkeletonModification3DFABRIK::get_fabrik_joint_bone_index(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return fabrik_data_chain[p_joint_idx].bone_idx;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
fabrik_data_chain[p_joint_idx].bone_idx = p_bone_idx;
if (stack) {
if (stack->skeleton) {
fabrik_data_chain[p_joint_idx].bone_name = stack->skeleton->get_bone_name(p_bone_idx);
}
}
execution_error_found = false;
notify_property_list_changed();
}
real_t SkeletonModification3DFABRIK::get_fabrik_joint_length(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, -1);
return fabrik_data_chain[p_joint_idx].length;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_length(int p_joint_idx, real_t p_bone_length) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
ERR_FAIL_COND_MSG(p_bone_length < 0, "FABRIK joint length cannot be less than zero!");
if (!is_setup) {
fabrik_data_chain[p_joint_idx].length = p_bone_length;
return;
}
if (fabrik_data_chain[p_joint_idx].auto_calculate_length) {
WARN_PRINT("FABRIK Length not set: auto calculate length is enabled for this joint!");
fabrik_joint_auto_calculate_length(p_joint_idx);
} else {
fabrik_data_chain[p_joint_idx].length = p_bone_length;
}
execution_error_found = false;
}
Vector3 SkeletonModification3DFABRIK::get_fabrik_joint_magnet(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, Vector3());
return fabrik_data_chain[p_joint_idx].magnet_position;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_magnet(int p_joint_idx, Vector3 p_magnet) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].magnet_position = p_magnet;
}
bool SkeletonModification3DFABRIK::get_fabrik_joint_auto_calculate_length(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return fabrik_data_chain[p_joint_idx].auto_calculate_length;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_auto_calculate_length(int p_joint_idx, bool p_auto_calculate) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].auto_calculate_length = p_auto_calculate;
fabrik_joint_auto_calculate_length(p_joint_idx);
notify_property_list_changed();
}
void SkeletonModification3DFABRIK::fabrik_joint_auto_calculate_length(int p_joint_idx) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
if (!fabrik_data_chain[p_joint_idx].auto_calculate_length) {
return;
}
if (!stack || !stack->skeleton || !is_setup) {
_print_execution_error(true, "Cannot auto calculate joint length: modification is not properly setup!");
return;
}
ERR_FAIL_INDEX_MSG(fabrik_data_chain[p_joint_idx].bone_idx, stack->skeleton->get_bone_count(),
"Bone for joint " + itos(p_joint_idx) + " is not set or points to an unknown bone!");
if (fabrik_data_chain[p_joint_idx].use_tip_node) { // Use the tip node to update joint length.
update_joint_tip_cache(p_joint_idx);
Node3D *tip_node = Object::cast_to<Node3D>(ObjectDB::get_instance(fabrik_data_chain[p_joint_idx].tip_node_cache));
ERR_FAIL_COND_MSG(!tip_node, "Tip node for joint " + itos(p_joint_idx) + "is not a Node3D-based node. Cannot calculate length...");
ERR_FAIL_COND_MSG(!tip_node->is_inside_tree(), "Tip node for joint " + itos(p_joint_idx) + "is not in the scene tree. Cannot calculate length...");
Transform3D node_trans = tip_node->get_global_transform();
node_trans = stack->skeleton->world_transform_to_global_pose(node_trans);
node_trans = stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[p_joint_idx].bone_idx, node_trans);
fabrik_data_chain[p_joint_idx].length = node_trans.origin.length();
} else { // Use child bone(s) to update joint length, if possible
Vector<int> bone_children = stack->skeleton->get_bone_children(fabrik_data_chain[p_joint_idx].bone_idx);
if (bone_children.size() <= 0) {
ERR_FAIL_MSG("Cannot calculate length for joint " + itos(p_joint_idx) + "joint uses leaf bone. \nPlease manually set the bone length or use a tip node!");
return;
}
real_t final_length = 0;
for (int i = 0; i < bone_children.size(); i++) {
Transform3D child_transform = stack->skeleton->get_bone_global_pose(bone_children[i]);
final_length += stack->skeleton->global_pose_to_local_pose(fabrik_data_chain[p_joint_idx].bone_idx, child_transform).origin.length();
}
fabrik_data_chain[p_joint_idx].length = final_length / bone_children.size();
}
execution_error_found = false;
notify_property_list_changed();
}
bool SkeletonModification3DFABRIK::get_fabrik_joint_use_tip_node(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return fabrik_data_chain[p_joint_idx].use_tip_node;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_use_tip_node(int p_joint_idx, bool p_use_tip_node) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].use_tip_node = p_use_tip_node;
notify_property_list_changed();
}
NodePath SkeletonModification3DFABRIK::get_fabrik_joint_tip_node(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, NodePath());
return fabrik_data_chain[p_joint_idx].tip_node;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_tip_node(int p_joint_idx, NodePath p_tip_node) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].tip_node = p_tip_node;
update_joint_tip_cache(p_joint_idx);
}
bool SkeletonModification3DFABRIK::get_fabrik_joint_use_target_basis(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, false);
return fabrik_data_chain[p_joint_idx].use_target_basis;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_use_target_basis(int p_joint_idx, bool p_use_target_basis) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].use_target_basis = p_use_target_basis;
}
real_t SkeletonModification3DFABRIK::get_fabrik_joint_roll(int p_joint_idx) const {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX_V(p_joint_idx, bone_chain_size, 0.0);
return fabrik_data_chain[p_joint_idx].roll;
}
void SkeletonModification3DFABRIK::set_fabrik_joint_roll(int p_joint_idx, real_t p_roll) {
const int bone_chain_size = fabrik_data_chain.size();
ERR_FAIL_INDEX(p_joint_idx, bone_chain_size);
fabrik_data_chain[p_joint_idx].roll = p_roll;
}
void SkeletonModification3DFABRIK::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification3DFABRIK::set_target_node);
ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification3DFABRIK::get_target_node);
ClassDB::bind_method(D_METHOD("set_fabrik_data_chain_length", "length"), &SkeletonModification3DFABRIK::set_fabrik_data_chain_length);
ClassDB::bind_method(D_METHOD("get_fabrik_data_chain_length"), &SkeletonModification3DFABRIK::get_fabrik_data_chain_length);
ClassDB::bind_method(D_METHOD("set_chain_tolerance", "tolerance"), &SkeletonModification3DFABRIK::set_chain_tolerance);
ClassDB::bind_method(D_METHOD("get_chain_tolerance"), &SkeletonModification3DFABRIK::get_chain_tolerance);
ClassDB::bind_method(D_METHOD("set_chain_max_iterations", "max_iterations"), &SkeletonModification3DFABRIK::set_chain_max_iterations);
ClassDB::bind_method(D_METHOD("get_chain_max_iterations"), &SkeletonModification3DFABRIK::get_chain_max_iterations);
// FABRIK joint data functions
ClassDB::bind_method(D_METHOD("get_fabrik_joint_bone_name", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_bone_name);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_bone_name", "joint_idx", "bone_name"), &SkeletonModification3DFABRIK::set_fabrik_joint_bone_name);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_bone_index", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_bone_index);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_bone_index", "joint_idx", "bone_index"), &SkeletonModification3DFABRIK::set_fabrik_joint_bone_index);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_length", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_length);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_length", "joint_idx", "length"), &SkeletonModification3DFABRIK::set_fabrik_joint_length);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_magnet", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_magnet);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_magnet", "joint_idx", "magnet_position"), &SkeletonModification3DFABRIK::set_fabrik_joint_magnet);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_auto_calculate_length", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_auto_calculate_length);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_auto_calculate_length", "joint_idx", "auto_calculate_length"), &SkeletonModification3DFABRIK::set_fabrik_joint_auto_calculate_length);
ClassDB::bind_method(D_METHOD("fabrik_joint_auto_calculate_length", "joint_idx"), &SkeletonModification3DFABRIK::fabrik_joint_auto_calculate_length);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_use_tip_node", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_use_tip_node);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_use_tip_node", "joint_idx", "use_tip_node"), &SkeletonModification3DFABRIK::set_fabrik_joint_use_tip_node);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_tip_node", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_tip_node);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_tip_node", "joint_idx", "tip_node"), &SkeletonModification3DFABRIK::set_fabrik_joint_tip_node);
ClassDB::bind_method(D_METHOD("get_fabrik_joint_use_target_basis", "joint_idx"), &SkeletonModification3DFABRIK::get_fabrik_joint_use_target_basis);
ClassDB::bind_method(D_METHOD("set_fabrik_joint_use_target_basis", "joint_idx", "use_target_basis"), &SkeletonModification3DFABRIK::set_fabrik_joint_use_target_basis);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_target_node", "get_target_node");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fabrik_data_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_fabrik_data_chain_length", "get_fabrik_data_chain_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "chain_tolerance", PROPERTY_HINT_RANGE, "0,100,0.001"), "set_chain_tolerance", "get_chain_tolerance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "chain_max_iterations", PROPERTY_HINT_RANGE, "1,50,1"), "set_chain_max_iterations", "get_chain_max_iterations");
}
SkeletonModification3DFABRIK::SkeletonModification3DFABRIK() {
stack = nullptr;
is_setup = false;
enabled = true;
}
SkeletonModification3DFABRIK::~SkeletonModification3DFABRIK() {
}