[IK] Refactor ik_fabrik.gd

Add static typing in many places, cache values to improve performance, use printerr, use Vector3.UP, and use linear_interpolate method
This commit is contained in:
Aaron Franke
2019-06-03 16:15:22 -04:00
parent 4ce086a745
commit f863ebe52c
2 changed files with 47 additions and 52 deletions

View File

@@ -11,9 +11,9 @@ export (PoolRealArray) var bones_in_chain_lengths setget _set_bone_chain_lengths
export (int, "_process", "_physics_process", "_notification", "none") var update_mode = 0 setget _set_update_mode
var target = null
var target: Spatial = null
var skeleton
var skeleton: Skeleton
# A dictionary holding all of the bone IDs (from the skeleton) and a dictionary holding
# all of the bone helper nodes
@@ -21,30 +21,30 @@ var bone_IDs = {}
var bone_nodes = {}
# The position of the origin
var chain_origin = null
var chain_origin: Vector3
# The combined length of every bone in the bone chain
var total_length = null
var total_length: float = INF
# The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory)
const CHAIN_TOLERANCE = 0.01
const CHAIN_TOLERANCE: float = 0.01
# The amount of interations the bone chain will go through in an attempt to get to the target position
const CHAIN_MAX_ITER = 10
const CHAIN_MAX_ITER: int = 10
# The amount of iterations we've been through, and whether or not we want to limit our solver to CHAIN_MAX_ITER
# amounts of interations.
export (int) var chain_iterations = 0
export (bool) var limit_chain_iterations = true
export (int) var chain_iterations: int = 0
export (bool) var limit_chain_iterations := true
# Should we reset chain_iterations on movement during our update method?
export (bool) var reset_iterations_on_update = false
export (bool) var reset_iterations_on_update := false
# A boolean to track whether or not we want to move the middle joint towards middle joint target.
export (bool) var use_middle_joint_target = false
var middle_joint_target = null
export (bool) var use_middle_joint_target := false
var middle_joint_target: Spatial = null
# Have we called _set_skeleton_path or not already. Due to some issues using exported NodePaths,
# we need to ignore the first _set_skeleton_path call.
var first_call = true
var first_call := true
# A boolean to track whether or not we want to print debug messages
var debug_messages = false
var debug_messages := false
func _ready():
@@ -136,7 +136,7 @@ func _set_update_mode(new_value):
set_notify_transform(true)
else:
if debug_messages == true:
print (name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton")
printerr (name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton")
return
@@ -151,7 +151,7 @@ func _set_skeleton_path(new_value):
if skeleton_path == null:
if debug_messages == true:
print (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
printerr (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
return
var temp = get_node(skeleton_path)
@@ -165,15 +165,15 @@ func _set_skeleton_path(new_value):
_make_bone_nodes()
if debug_messages == true:
print (name, " - IK_FABRIK: Attached to a new skeleton")
printerr (name, " - IK_FABRIK: Attached to a new skeleton")
# If not, then it's (likely) not a Skeleton node
else:
skeleton = null
if debug_messages == true:
print (name, " - IK_FABRIK: skeleton_path does not point to a skeleton!")
printerr (name, " - IK_FABRIK: skeleton_path does not point to a skeleton!")
else:
if debug_messages == true:
print (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
printerr (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
############# OTHER (NON IK SOLVER RELATED) FUNCTIONS #############
@@ -213,7 +213,7 @@ func _set_bone_chain_bones(new_value):
func _set_bone_chain_lengths(new_value):
bones_in_chain_lengths = new_value
total_length = null
total_length = INF
# Various upate methods
@@ -253,16 +253,16 @@ func update_skeleton():
if bones_in_chain == null:
if debug_messages == true:
print (name, " - IK_FABRIK: No Bones in IK chain defined!")
printerr (name, " - IK_FABRIK: No Bones in IK chain defined!")
return
if bones_in_chain_lengths == null:
if debug_messages == true:
print (name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
printerr (name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
return
if bones_in_chain.size() != bones_in_chain_lengths.size():
if debug_messages == true:
print (name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
printerr (name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
return
################################
@@ -277,12 +277,12 @@ func update_skeleton():
bone_nodes[i].global_transform = get_bone_transform(i)
# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
if i < bone_IDs.size()-1:
bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3(0, 1, 0))
bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3.UP)
i += 1
# Set the total length of the bone chain, if it is not already set
if total_length == null:
if total_length == INF:
total_length = 0
for bone_length in bones_in_chain_lengths:
total_length += bone_length
@@ -303,12 +303,11 @@ func solve_chain():
chain_iterations = 0
# Update the origin with the current bone's origin
chain_origin = get_bone_transform(0)
chain_origin = get_bone_transform(0).origin
# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
#var dir = -target.global_transform.basis.z.normalized()
var dir
var dir: Vector3
if bone_nodes.size() > 2:
dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
else:
@@ -324,26 +323,26 @@ func solve_chain():
bone_nodes[bone_nodes.size()/2].global_transform.origin = middle_point_pos.origin
# Get the distance from the origin to the target
var distance = (chain_origin.origin - target_pos).length()
var distance = (chain_origin - target_pos).length()
# If the distance is farther than our total reach, the target cannot be reached.
# Make the bone chain a straight line pointing towards the target
if distance > total_length:
for i in range (0, bones_in_chain.size()):
# Create a direct line to target and make this bone travel down that line
var r = (target_pos - bone_nodes[i].global_transform.origin).length()
var curr_origin: Vector3 = bone_nodes[i].global_transform.origin
var r = (target_pos - curr_origin).length()
var l = bones_in_chain_lengths[i] / r
# Find new join position
var new_pos = (1-l) * bone_nodes[i].global_transform.origin + l * target_pos
var new_pos = curr_origin.linear_interpolate(target_pos, l)
# Apply it to the bone node
bone_nodes[i].look_at(new_pos, Vector3(0, 1, 0))
bone_nodes[i].look_at(new_pos, Vector3.UP)
bone_nodes[i].global_transform.origin = new_pos
# Apply the rotation to the first node in the bone chain, making it look at the next bone in the bone chain
bone_nodes[0].look_at(bone_nodes[1].global_transform.origin, Vector3(0, 1, 0))
bone_nodes[0].look_at(bone_nodes[1].global_transform.origin, Vector3.UP)
# If the distance is NOT farther than our total reach, the target can be reached.
else:
@@ -377,7 +376,7 @@ func chain_backward():
# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
var dir
var dir: Vector3
if bone_nodes.size() > 2:
dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
else:
@@ -389,33 +388,32 @@ func chain_backward():
# For all of the other bones, move them towards the target
var i = bones_in_chain.size() - 1
while i >= 1:
var prev_origin: Vector3 = bone_nodes[i].global_transform.origin
i -= 1
var curr_origin: Vector3 = bone_nodes[i].global_transform.origin
var r = bone_nodes[i+1].global_transform.origin - bone_nodes[i].global_transform.origin
var r = prev_origin - curr_origin
var l = bones_in_chain_lengths[i] / r.length()
# Apply the new joint position
bone_nodes[i].global_transform.origin = (1 - l) * bone_nodes[i+1].global_transform.origin + l * bone_nodes[i].global_transform.origin
bone_nodes[i].global_transform.origin = prev_origin.linear_interpolate(curr_origin, l)
func chain_forward():
# Forward reaching pass
# Set root at initial position
bone_nodes[0].global_transform.origin = chain_origin.origin
bone_nodes[0].global_transform.origin = chain_origin
# Go through every bone in the bone chain
var i = 0
while i < bones_in_chain.size() - 1:
var curr_origin: Vector3 = bone_nodes[i].global_transform.origin
var next_origin: Vector3 = bone_nodes[i+1].global_transform.origin
var r = (bone_nodes[i+1].global_transform.origin - bone_nodes[i].global_transform.origin)
var r = next_origin - curr_origin
var l = bones_in_chain_lengths[i] / r.length()
# Set the new joint position
var new_pos = (1 - l) * bone_nodes[i].global_transform.origin + l * bone_nodes[i+1].global_transform.origin
# Apply the new joint position, (potentially with constraints), to the bone node
bone_nodes[i+1].global_transform.origin = new_pos
bone_nodes[i+1].global_transform.origin = curr_origin.linear_interpolate(next_origin, l)
i += 1
@@ -447,11 +445,11 @@ func chain_apply_rotation():
var dir = (target.global_transform.origin - b_target_two.origin).normalized()
# Make this bone look in the same the direction as the last bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3(0, 1, 0))
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
else:
var b_target = target.global_transform
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
bone_trans = bone_trans.looking_at(b_target.origin, Vector3(0, 1, 0))
bone_trans = bone_trans.looking_at(b_target.origin, Vector3.UP)
# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
# bone in the bone chain.
@@ -465,10 +463,10 @@ func chain_apply_rotation():
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction towards the next bone
var dir = (b_target_two.origin - b_target.origin).normalized()
var dir: Vector3 = (b_target_two.origin - b_target.origin).normalized()
# Make this bone look towards the direction of the next bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3(0, 1, 0))
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
# The the bone's (updated) transform
set_bone_transform(i, bone_trans)
@@ -477,7 +475,7 @@ func chain_apply_rotation():
func get_bone_transform(bone, convert_to_world_space=true):
# Get the global transform of the bone
var ret = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
var ret: Transform = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
# If we need to convert the bone position from bone/skeleton space to world space, we
# use the Xform of the skeleton (because bone/skeleton space is relative to the position of the skeleton node).

View File

@@ -67,7 +67,6 @@ material/0 = ExtResource( 3 )
material/1 = ExtResource( 4 )
[node name="Camera" type="Camera" parent="."]
editor/display_folded = true
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 11.5, 8.8 )
fov = 74.0
script = ExtResource( 5 )
@@ -95,7 +94,6 @@ __meta__ = {
skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
bones_in_chain = PoolStringArray( "Left_UpperArm", "Left_LowerArm" )
bones_in_chain_lengths = PoolRealArray( 1.97, 3 )
chain_iterations = 10
limit_chain_iterations = false
use_middle_joint_target = true
@@ -131,7 +129,6 @@ __meta__ = {
skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
bones_in_chain = PoolStringArray( "Right_UpperArm", "Right_LowerArm", "Right_Hand" )
bones_in_chain_lengths = PoolRealArray( 1.97, 3, 1.2 )
chain_iterations = 2
limit_chain_iterations = false
use_middle_joint_target = true