Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides

This commit is contained in:
TwistedTwigleg 2021-04-24 13:07:17 -04:00
parent 871d067aa9
commit 446460eaf9
4 changed files with 78 additions and 91 deletions

View file

@ -91,6 +91,15 @@
Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone. Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
</description> </description>
</method> </method>
<method name="get_bone_global_pose_no_override" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
</description>
</method>
<method name="get_bone_name" qualifiers="const"> <method name="get_bone_name" qualifiers="const">
<return type="String"> <return type="String">
</return> </return>

View file

@ -237,53 +237,57 @@ void Skeleton3D::_notification(int p_what) {
for (int i = 0; i < len; i++) { for (int i = 0; i < len; i++) {
Bone &b = bonesptr[order[i]]; Bone &b = bonesptr[order[i]];
if (b.global_pose_override_amount >= 0.999) { if (b.disable_rest) {
b.pose_global = b.global_pose_override; if (b.enabled) {
} else { Transform pose = b.pose;
if (b.disable_rest) { if (b.custom_pose_enable) {
if (b.enabled) { pose = b.custom_pose * pose;
Transform pose = b.pose; }
if (b.custom_pose_enable) { if (b.parent >= 0) {
pose = b.custom_pose * pose; b.pose_global = bonesptr[b.parent].pose_global * pose;
} b.pose_global_no_override = bonesptr[b.parent].pose_global * pose;
if (b.parent >= 0) { } else {
b.pose_global = bonesptr[b.parent].pose_global * pose; b.pose_global = pose;
} else { b.pose_global_no_override = pose;
b.pose_global = pose;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global;
} else {
b.pose_global = Transform();
}
} }
} else { } else {
if (b.enabled) { if (b.parent >= 0) {
Transform pose = b.pose; b.pose_global = bonesptr[b.parent].pose_global;
if (b.custom_pose_enable) { b.pose_global_no_override = bonesptr[b.parent].pose_global;
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
} else {
b.pose_global = b.rest * pose;
}
} else { } else {
if (b.parent >= 0) { b.pose_global = Transform();
b.pose_global = bonesptr[b.parent].pose_global * b.rest; b.pose_global_no_override = Transform();
} else {
b.pose_global = b.rest;
}
} }
} }
if (b.global_pose_override_amount >= CMP_EPSILON) { } else {
b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount); if (b.enabled) {
Transform pose = b.pose;
if (b.custom_pose_enable) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
b.pose_global_no_override = bonesptr[b.parent].pose_global * (b.rest * pose);
} else {
b.pose_global = b.rest * pose;
b.pose_global_no_override = b.rest * pose;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
b.pose_global_no_override = bonesptr[b.parent].pose_global * b.rest;
} else {
b.pose_global = b.rest;
b.pose_global_no_override = b.rest;
}
} }
} }
if (b.global_pose_override_amount >= CMP_EPSILON) {
b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
}
if (b.global_pose_override_reset) { if (b.global_pose_override_reset) {
b.global_pose_override_amount = 0.0; b.global_pose_override_amount = 0.0;
} }
@ -408,6 +412,14 @@ Transform Skeleton3D::get_bone_global_pose(int p_bone) const {
return bones[p_bone].pose_global; return bones[p_bone].pose_global;
} }
Transform Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
if (dirty) {
const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
}
return bones[p_bone].pose_global_no_override;
}
// skeleton creation api // skeleton creation api
void Skeleton3D::add_bone(const String &p_name) { void Skeleton3D::add_bone(const String &p_name) {
ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1); ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
@ -912,6 +924,7 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override); ClassDB::bind_method(D_METHOD("clear_bones_global_pose_override"), &Skeleton3D::clear_bones_global_pose_override);
ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false)); ClassDB::bind_method(D_METHOD("set_bone_global_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_global_pose_override, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose); ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose); ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose); ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose);

View file

@ -83,6 +83,7 @@ private:
Transform pose; Transform pose;
Transform pose_global; Transform pose_global;
Transform pose_global_no_override;
bool custom_pose_enable = false; bool custom_pose_enable = false;
Transform custom_pose; Transform custom_pose;
@ -160,6 +161,7 @@ public:
void set_bone_rest(int p_bone, const Transform &p_rest); void set_bone_rest(int p_bone, const Transform &p_rest);
Transform get_bone_rest(int p_bone) const; Transform get_bone_rest(int p_bone) const;
Transform get_bone_global_pose(int p_bone) const; Transform get_bone_global_pose(int p_bone) const;
Transform get_bone_global_pose_no_override(int p_bone) const;
void clear_bones_global_pose_override(); void clear_bones_global_pose_override();
void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false); void set_bone_global_pose_override(int p_bone, const Transform &p_pose, float p_amount, bool p_persistent = false);

View file

@ -246,7 +246,7 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_
p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform; p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
} else { } else {
// End effector in local transform // End effector in local transform
const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors[0].tip_bone)); const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose_no_override(p_task->end_effectors[0].tip_bone));
// Update the end_effector (local transform) by blending with current pose // Update the end_effector (local transform) by blending with current pose
p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta); p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
@ -270,18 +270,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
return; // Skip solving return; // Skip solving
} }
p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true); // Update the initial root transform so its synced with any animation changes
if (p_task->chain.middle_chain_item) {
p_task->skeleton->set_bone_global_pose_override(p_task->chain.middle_chain_item->bone, Transform(), 0.0, true);
}
for (int i = 0; i < p_task->chain.tips.size(); i += 1) {
p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
}
// Update the transforms to their global poses
// (Needed to sync IK with animation)
_update_chain(p_task->skeleton, &p_task->chain.chain_root); _update_chain(p_task->skeleton, &p_task->chain.chain_root);
make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta); make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
@ -298,48 +287,22 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
Transform new_bone_pose(ci->initial_transform); Transform new_bone_pose(ci->initial_transform);
new_bone_pose.origin = ci->current_pos; new_bone_pose.origin = ci->current_pos;
// The root bone needs to be rotated differently so it isn't frozen in place. if (!ci->children.is_empty()) {
if (ci == &p_task->chain.chain_root && !ci->children.is_empty()) { /// Rotate basis
new_bone_pose = new_bone_pose.looking_at(ci->children[0].current_pos); const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
const Vector3 bone_rest_dir = p_task->skeleton->get_bone_rest(ci->children[0].bone).origin.normalized().abs(); const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
const Vector3 bone_rest_dir_abs = bone_rest_dir.abs();
if (bone_rest_dir_abs.x > bone_rest_dir_abs.y && bone_rest_dir_abs.x > bone_rest_dir_abs.z) { if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
if (bone_rest_dir.x < 0) { const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), -Math_PI / 2.0f); new_bone_pose.basis.rotate(rot_axis, rot_angle);
} else {
new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), Math_PI / 2.0f);
}
} else if (bone_rest_dir_abs.y > bone_rest_dir_abs.x && bone_rest_dir_abs.y > bone_rest_dir_abs.z) {
if (bone_rest_dir.y < 0) {
new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), Math_PI / 2.0f);
} else {
new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), -Math_PI / 2.0f);
}
} else {
if (bone_rest_dir.z < 0) {
// Do nothing!
} else {
new_bone_pose.basis.rotate_local(Vector3(0, 0, 1), Math_PI);
}
} }
} else { } else {
if (!ci->children.is_empty()) { // Set target orientation to tip
/// Rotate basis if (override_tip_basis) {
const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized()); new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
new_bone_pose.basis.rotate(rot_axis, rot_angle);
}
} else { } else {
// Set target orientation to tip new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
if (override_tip_basis) {
new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
} else {
new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
}
} }
} }
@ -362,7 +325,7 @@ void FabrikInverseKinematic::_update_chain(const Skeleton3D *p_sk, ChainItem *p_
return; return;
} }
p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone); p_chain_item->initial_transform = p_sk->get_bone_global_pose_no_override(p_chain_item->bone);
p_chain_item->current_pos = p_chain_item->initial_transform.origin; p_chain_item->current_pos = p_chain_item->initial_transform.origin;
ChainItem *items = p_chain_item->children.ptrw(); ChainItem *items = p_chain_item->children.ptrw();