Godot 3.x backport: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes.
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2 changed files with 71 additions and 17 deletions
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@ -267,6 +267,18 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_
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void FabrikInverseKinematic::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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if (blending_delta <= 0.01f) {
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// Before skipping, make sure we undo the global pose overrides
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ChainItem *ci(&p_task->chain.chain_root);
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while (ci) {
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p_task->skeleton->set_bone_global_pose_override(ci->bone, ci->initial_transform, 0.0, false);
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if (!ci->children.empty()) {
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ci = &ci->children.write[0];
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} else {
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ci = nullptr;
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}
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}
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return; // Skip solving
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}
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@ -281,8 +293,8 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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}
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// Update the initial root transform
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p_task->chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone);
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p_task->chain.chain_root.current_pos = p_task->chain.chain_root.initial_transform.origin;
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// (Needed to sync IK with animation)
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_update_chain(p_task->skeleton, &p_task->chain.chain_root);
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make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
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@ -298,23 +310,49 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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Transform new_bone_pose(ci->initial_transform);
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new_bone_pose.origin = ci->current_pos;
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if (!ci->children.empty()) {
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/// Rotate basis
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const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
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const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
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if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
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const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
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new_bone_pose.basis.rotate(rot_axis, rot_angle);
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// The root bone needs to be rotated differently so it isn't frozen in place
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if (ci == &p_task->chain.chain_root && !ci->children.empty()) {
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new_bone_pose = new_bone_pose.looking_at(ci->children[0].current_pos, Vector3(0, 1, 0));
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const Vector3 bone_rest_dir = p_task->skeleton->get_bone_rest(ci->children[0].bone).origin.normalized().abs();
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const Vector3 bone_rest_dir_abs = bone_rest_dir.abs();
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if (bone_rest_dir_abs.x > bone_rest_dir_abs.y && bone_rest_dir_abs.x > bone_rest_dir_abs.z) {
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if (bone_rest_dir.x < 0) {
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new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), -Math_PI / 2.0f);
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} else {
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new_bone_pose.basis.rotate_local(Vector3(0, 1, 0), Math_PI / 2.0f);
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}
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} else if (bone_rest_dir_abs.y > bone_rest_dir_abs.x && bone_rest_dir_abs.y > bone_rest_dir_abs.z) {
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if (bone_rest_dir.y < 0) {
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new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), Math_PI / 2.0f);
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} else {
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new_bone_pose.basis.rotate_local(Vector3(1, 0, 0), -Math_PI / 2.0f);
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}
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} else {
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if (bone_rest_dir.z < 0) {
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// Do nothing!
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} else {
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new_bone_pose.basis.rotate_local(Vector3(0, 0, 1), Math_PI);
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}
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}
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} else {
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// Set target orientation to tip
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if (override_tip_basis)
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new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
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else
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new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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if (!ci->children.empty()) {
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/// Rotate basis
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const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
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const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
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if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
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const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
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new_bone_pose.basis.rotate(rot_axis, rot_angle);
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}
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} else {
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// Set target orientation to tip
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if (override_tip_basis)
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new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
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else
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new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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}
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}
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// IK should not affect scale, so undo any scaling
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@ -330,6 +368,20 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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}
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}
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void FabrikInverseKinematic::_update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
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if (!p_chain_item) {
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return;
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}
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p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
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p_chain_item->current_pos = p_chain_item->initial_transform.origin;
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ChainItem *items = p_chain_item->children.ptrw();
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for (int i = 0; i < p_chain_item->children.size(); i += 1) {
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_update_chain(p_sk, items + i);
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}
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}
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void SkeletonIK::_validate_property(PropertyInfo &property) const {
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if (property.name == "root_bone" || property.name == "tip_bone") {
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@ -131,6 +131,8 @@ public:
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static void set_goal(Task *p_task, const Transform &p_goal);
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static void make_goal(Task *p_task, const Transform &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 Skeleton *p_skeleton, ChainItem *p_chain_item);
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};
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class SkeletonIK : public Node {
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