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https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
[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
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@@ -11,9 +11,9 @@ export (PoolRealArray) var bones_in_chain_lengths setget _set_bone_chain_lengths
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export (int, "_process", "_physics_process", "_notification", "none") var update_mode = 0 setget _set_update_mode
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var target = null
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var target: Spatial = null
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var skeleton
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var skeleton: Skeleton
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# A dictionary holding all of the bone IDs (from the skeleton) and a dictionary holding
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# all of the bone helper nodes
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@@ -21,30 +21,30 @@ var bone_IDs = {}
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var bone_nodes = {}
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# The position of the origin
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var chain_origin = null
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var chain_origin: Vector3
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# The combined length of every bone in the bone chain
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var total_length = null
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var total_length: float = INF
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# The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory)
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const CHAIN_TOLERANCE = 0.01
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const CHAIN_TOLERANCE: float = 0.01
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# The amount of interations the bone chain will go through in an attempt to get to the target position
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const CHAIN_MAX_ITER = 10
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const CHAIN_MAX_ITER: int = 10
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# The amount of iterations we've been through, and whether or not we want to limit our solver to CHAIN_MAX_ITER
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# amounts of interations.
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export (int) var chain_iterations = 0
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export (bool) var limit_chain_iterations = true
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export (int) var chain_iterations: int = 0
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export (bool) var limit_chain_iterations := true
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# Should we reset chain_iterations on movement during our update method?
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export (bool) var reset_iterations_on_update = false
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export (bool) var reset_iterations_on_update := false
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# A boolean to track whether or not we want to move the middle joint towards middle joint target.
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export (bool) var use_middle_joint_target = false
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var middle_joint_target = null
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export (bool) var use_middle_joint_target := false
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var middle_joint_target: Spatial = null
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# Have we called _set_skeleton_path or not already. Due to some issues using exported NodePaths,
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# we need to ignore the first _set_skeleton_path call.
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var first_call = true
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var first_call := true
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# A boolean to track whether or not we want to print debug messages
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var debug_messages = false
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var debug_messages := false
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func _ready():
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@@ -136,7 +136,7 @@ func _set_update_mode(new_value):
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set_notify_transform(true)
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else:
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if debug_messages == true:
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print (name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton")
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printerr (name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton")
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return
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@@ -151,7 +151,7 @@ func _set_skeleton_path(new_value):
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if skeleton_path == null:
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if debug_messages == true:
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print (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
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printerr (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
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return
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var temp = get_node(skeleton_path)
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@@ -165,15 +165,15 @@ func _set_skeleton_path(new_value):
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_make_bone_nodes()
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if debug_messages == true:
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print (name, " - IK_FABRIK: Attached to a new skeleton")
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printerr (name, " - IK_FABRIK: Attached to a new skeleton")
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# If not, then it's (likely) not a Skeleton node
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else:
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skeleton = null
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if debug_messages == true:
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print (name, " - IK_FABRIK: skeleton_path does not point to a skeleton!")
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printerr (name, " - IK_FABRIK: skeleton_path does not point to a skeleton!")
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else:
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if debug_messages == true:
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print (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
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printerr (name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
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############# OTHER (NON IK SOLVER RELATED) FUNCTIONS #############
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@@ -213,7 +213,7 @@ func _set_bone_chain_bones(new_value):
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func _set_bone_chain_lengths(new_value):
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bones_in_chain_lengths = new_value
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total_length = null
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total_length = INF
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# Various upate methods
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@@ -253,16 +253,16 @@ func update_skeleton():
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if bones_in_chain == null:
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if debug_messages == true:
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print (name, " - IK_FABRIK: No Bones in IK chain defined!")
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printerr (name, " - IK_FABRIK: No Bones in IK chain defined!")
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return
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if bones_in_chain_lengths == null:
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if debug_messages == true:
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print (name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
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printerr (name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
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return
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if bones_in_chain.size() != bones_in_chain_lengths.size():
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if debug_messages == true:
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print (name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
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printerr (name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
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return
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################################
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@@ -277,12 +277,12 @@ func update_skeleton():
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bone_nodes[i].global_transform = get_bone_transform(i)
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# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
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if i < bone_IDs.size()-1:
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bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3(0, 1, 0))
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bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3.UP)
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i += 1
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# Set the total length of the bone chain, if it is not already set
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if total_length == null:
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if total_length == INF:
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total_length = 0
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for bone_length in bones_in_chain_lengths:
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total_length += bone_length
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@@ -303,12 +303,11 @@ func solve_chain():
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chain_iterations = 0
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# Update the origin with the current bone's origin
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chain_origin = get_bone_transform(0)
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chain_origin = get_bone_transform(0).origin
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# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
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# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
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#var dir = -target.global_transform.basis.z.normalized()
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var dir
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var dir: Vector3
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if bone_nodes.size() > 2:
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dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
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else:
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@@ -324,26 +323,26 @@ func solve_chain():
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bone_nodes[bone_nodes.size()/2].global_transform.origin = middle_point_pos.origin
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# Get the distance from the origin to the target
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var distance = (chain_origin.origin - target_pos).length()
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var distance = (chain_origin - target_pos).length()
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# If the distance is farther than our total reach, the target cannot be reached.
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# Make the bone chain a straight line pointing towards the target
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if distance > total_length:
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for i in range (0, bones_in_chain.size()):
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# Create a direct line to target and make this bone travel down that line
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var r = (target_pos - bone_nodes[i].global_transform.origin).length()
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var curr_origin: Vector3 = bone_nodes[i].global_transform.origin
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var r = (target_pos - curr_origin).length()
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var l = bones_in_chain_lengths[i] / r
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# Find new join position
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var new_pos = (1-l) * bone_nodes[i].global_transform.origin + l * target_pos
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var new_pos = curr_origin.linear_interpolate(target_pos, l)
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# Apply it to the bone node
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bone_nodes[i].look_at(new_pos, Vector3(0, 1, 0))
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bone_nodes[i].look_at(new_pos, Vector3.UP)
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bone_nodes[i].global_transform.origin = new_pos
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# Apply the rotation to the first node in the bone chain, making it look at the next bone in the bone chain
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bone_nodes[0].look_at(bone_nodes[1].global_transform.origin, Vector3(0, 1, 0))
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bone_nodes[0].look_at(bone_nodes[1].global_transform.origin, Vector3.UP)
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# If the distance is NOT farther than our total reach, the target can be reached.
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else:
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@@ -377,7 +376,7 @@ func chain_backward():
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# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
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# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
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var dir
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var dir: Vector3
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if bone_nodes.size() > 2:
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dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
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else:
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@@ -389,33 +388,32 @@ func chain_backward():
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# For all of the other bones, move them towards the target
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var i = bones_in_chain.size() - 1
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while i >= 1:
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var prev_origin: Vector3 = bone_nodes[i].global_transform.origin
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i -= 1
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var curr_origin: Vector3 = bone_nodes[i].global_transform.origin
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var r = bone_nodes[i+1].global_transform.origin - bone_nodes[i].global_transform.origin
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var r = prev_origin - curr_origin
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var l = bones_in_chain_lengths[i] / r.length()
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# Apply the new joint position
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bone_nodes[i].global_transform.origin = (1 - l) * bone_nodes[i+1].global_transform.origin + l * bone_nodes[i].global_transform.origin
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bone_nodes[i].global_transform.origin = prev_origin.linear_interpolate(curr_origin, l)
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func chain_forward():
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# Forward reaching pass
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# Set root at initial position
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bone_nodes[0].global_transform.origin = chain_origin.origin
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bone_nodes[0].global_transform.origin = chain_origin
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# Go through every bone in the bone chain
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var i = 0
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while i < bones_in_chain.size() - 1:
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var curr_origin: Vector3 = bone_nodes[i].global_transform.origin
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var next_origin: Vector3 = bone_nodes[i+1].global_transform.origin
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var r = (bone_nodes[i+1].global_transform.origin - bone_nodes[i].global_transform.origin)
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var r = next_origin - curr_origin
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var l = bones_in_chain_lengths[i] / r.length()
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# Set the new joint position
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var new_pos = (1 - l) * bone_nodes[i].global_transform.origin + l * bone_nodes[i+1].global_transform.origin
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# Apply the new joint position, (potentially with constraints), to the bone node
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bone_nodes[i+1].global_transform.origin = new_pos
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bone_nodes[i+1].global_transform.origin = curr_origin.linear_interpolate(next_origin, l)
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i += 1
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@@ -447,11 +445,11 @@ func chain_apply_rotation():
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var dir = (target.global_transform.origin - b_target_two.origin).normalized()
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# Make this bone look in the same the direction as the last bone
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bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3(0, 1, 0))
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bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
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else:
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var b_target = target.global_transform
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b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
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bone_trans = bone_trans.looking_at(b_target.origin, Vector3(0, 1, 0))
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bone_trans = bone_trans.looking_at(b_target.origin, Vector3.UP)
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# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
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# bone in the bone chain.
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@@ -465,10 +463,10 @@ func chain_apply_rotation():
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b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
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# Get the direction towards the next bone
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var dir = (b_target_two.origin - b_target.origin).normalized()
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var dir: Vector3 = (b_target_two.origin - b_target.origin).normalized()
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# Make this bone look towards the direction of the next bone
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bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3(0, 1, 0))
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bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
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# The the bone's (updated) transform
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set_bone_transform(i, bone_trans)
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@@ -477,7 +475,7 @@ func chain_apply_rotation():
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func get_bone_transform(bone, convert_to_world_space=true):
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# Get the global transform of the bone
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var ret = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
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var ret: Transform = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
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# If we need to convert the bone position from bone/skeleton space to world space, we
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# use the Xform of the skeleton (because bone/skeleton space is relative to the position of the skeleton node).
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@@ -67,7 +67,6 @@ material/0 = ExtResource( 3 )
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material/1 = ExtResource( 4 )
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[node name="Camera" type="Camera" parent="."]
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editor/display_folded = true
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 11.5, 8.8 )
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fov = 74.0
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script = ExtResource( 5 )
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@@ -95,7 +94,6 @@ __meta__ = {
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skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
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bones_in_chain = PoolStringArray( "Left_UpperArm", "Left_LowerArm" )
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bones_in_chain_lengths = PoolRealArray( 1.97, 3 )
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chain_iterations = 10
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limit_chain_iterations = false
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use_middle_joint_target = true
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@@ -131,7 +129,6 @@ __meta__ = {
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skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
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bones_in_chain = PoolStringArray( "Right_UpperArm", "Right_LowerArm", "Right_Hand" )
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bones_in_chain_lengths = PoolRealArray( 1.97, 3, 1.2 )
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chain_iterations = 2
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limit_chain_iterations = false
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use_middle_joint_target = true
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