tool extends Spatial # A FABRIK IK chain with a middle joint helper. # The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory) const CHAIN_TOLERANCE = 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 export(NodePath) var skeleton_path setget _set_skeleton_path export(PoolStringArray) var bones_in_chain setget _set_bone_chain_bones 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: Spatial = null var skeleton: Skeleton # A dictionary holding all of the bone IDs (from the skeleton) and a dictionary holding # all of the bone helper nodes var bone_IDs = {} var bone_nodes = {} # The position of the origin var chain_origin = Vector3() # The combined length of every bone in the bone chain var total_length = INF # 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 # Should we reset chain_iterations on movement during our update method? 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: 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 # A boolean to track whether or not we want to print debug messages var debug_messages = false func _ready(): if target == null: # NOTE: You MUST have a node called Target as a child of this node! # So we create one if one doesn't already exist. if not has_node("Target"): target = Spatial.new() add_child(target) if Engine.editor_hint: if get_tree() != null: if get_tree().edited_scene_root != null: target.set_owner(get_tree().edited_scene_root) target.name = "Target" else: target = $Target # If we are in the editor, we want to make a sphere at this node if Engine.editor_hint: _make_editor_sphere_at_node(target, Color.magenta) if middle_joint_target == null: if not has_node("MiddleJoint"): middle_joint_target = Spatial.new() add_child(middle_joint_target) if Engine.editor_hint: if get_tree() != null: if get_tree().edited_scene_root != null: middle_joint_target.set_owner(get_tree().edited_scene_root) middle_joint_target.name = "MiddleJoint" else: middle_joint_target = get_node("MiddleJoint") # If we are in the editor, we want to make a sphere at this node if Engine.editor_hint: _make_editor_sphere_at_node(middle_joint_target, Color(1, 0.24, 1, 1)) # Make all of the bone nodes for each bone in the IK chain _make_bone_nodes() # Make sure we're using the right update mode _set_update_mode(update_mode) # Various upate methods func _process(_delta): if reset_iterations_on_update: chain_iterations = 0 update_skeleton() func _physics_process(_delta): if reset_iterations_on_update: chain_iterations = 0 update_skeleton() func _notification(what): if what == NOTIFICATION_TRANSFORM_CHANGED: if reset_iterations_on_update: chain_iterations = 0 update_skeleton() ############# IK SOLVER RELATED FUNCTIONS ############# func update_skeleton(): #### ERROR CHECKING conditions if first_call: _set_skeleton_path(skeleton_path) first_call = false if skeleton == null: _set_skeleton_path(skeleton_path) return if bones_in_chain == null: if debug_messages: printerr(name, " - IK_FABRIK: No Bones in IK chain defined!") return if bones_in_chain_lengths == null: if debug_messages: 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: printerr(name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!") return ################################ # Set all of the bone IDs in bone_IDs, if they are not already made var i = 0 if bone_IDs.size() <= 0: for bone_name in bones_in_chain: bone_IDs[bone_name] = skeleton.find_bone(bone_name) # Set the bone node to the currect bone position 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.UP) i += 1 # Set the total length of the bone chain, if it is not already set if total_length == INF: total_length = 0 for bone_length in bones_in_chain_lengths: total_length += bone_length # Solve the bone chain solve_chain() func solve_chain(): # If we have reached our max chain iteration, and we are limiting ourselves, then return. # Otherwise set chain_iterations to zero (so we constantly update) if chain_iterations >= CHAIN_MAX_ITER and limit_chain_iterations: return else: chain_iterations = 0 # Update the origin with the current bone's origin 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 if bone_nodes.size() > 2: dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized() else: dir = -target.global_transform.basis.z.normalized() # Get the target position (accounting for the final bone and it's length) var target_pos = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1]) # If we are using middle joint target (and have more than 2 bones), move our middle joint towards it! if use_middle_joint_target: if bone_nodes.size() > 2: var middle_point_pos = middle_joint_target.global_transform.origin var middle_point_pos_diff = (middle_point_pos - bone_nodes[bone_nodes.size()/2].global_transform.origin) bone_nodes[bone_nodes.size()/2].global_transform.origin += middle_point_pos_diff.normalized() # Get the difference between our end effector (the final bone in the chain) and the target var dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length() # Check to see if the distance from the end effector to the target is within our error margin (CHAIN_TOLERANCE). # If it not, move the chain towards the target (going forwards, backwards, and then applying rotation) while dif > CHAIN_TOLERANCE: chain_backward() chain_forward() chain_apply_rotation() # Update the difference between our end effector (the final bone in the chain) and the target dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length() # Add one to chain_iterations. If we have reached our max iterations, then break chain_iterations = chain_iterations + 1 if chain_iterations >= CHAIN_MAX_ITER: break # Reset the bone node transforms to the skeleton bone transforms for i in range(0, bone_nodes.size()): var reset_bone_trans = get_bone_transform(i) bone_nodes[i].global_transform = reset_bone_trans # Backward reaching pass 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 if bone_nodes.size() > 2: dir = bone_nodes[bone_nodes.size() - 2].global_transform.basis.z.normalized() else: dir = -target.global_transform.basis.z.normalized() # Set the position of the end effector (the final bone in the chain) to the target position bone_nodes[bone_nodes.size()-1].global_transform.origin = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1]) # For all of the other bones, move them towards the target var i = bones_in_chain.size() - 1 while i >= 1: var prev_origin = bone_nodes[i].global_transform.origin i -= 1 var curr_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 = prev_origin.linear_interpolate(curr_origin, l) # Forward reaching pass func chain_forward(): # Set root at initial position bone_nodes[0].global_transform.origin = chain_origin # Go through every bone in the bone chain for i in range(bones_in_chain.size() - 1): var curr_origin = bone_nodes[i].global_transform.origin var next_origin = bone_nodes[i + 1].global_transform.origin var r = next_origin - curr_origin var l = bones_in_chain_lengths[i] / r.length() # Apply the new joint position, (potentially with constraints), to the bone node bone_nodes[i + 1].global_transform.origin = curr_origin.linear_interpolate(next_origin, l) # Make all of the bones rotated correctly. func chain_apply_rotation(): # For each bone in the bone chain for i in range(0, bones_in_chain.size()): # Get the bone's transform, NOT converted to world space var bone_trans = get_bone_transform(i, false) # If this is the last bone in the bone chain, rotate the bone so it faces # the same direction as the next to last bone in the bone chain if there are more than # two bones. If there are only two bones, rotate the end effector towards the target if i == bones_in_chain.size() - 1: if bones_in_chain.size() > 2: # Get the bone node for this bone, and the previous bone var b_target = bone_nodes[i].global_transform var b_target_two = bone_nodes[i-1].global_transform # Convert the bone nodes positions from world space to bone/skeleton space b_target.origin = skeleton.global_transform.xform_inv(b_target.origin) b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin) # Get the direction that the previous bone is pointing towards 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.UP) # Set the position of the bone to the bone target. # Prior to Godot 3.2, this was not necessary, but because we can now completely # override bone transforms, we need to set the position as well as rotation. bone_trans.origin = b_target.origin 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.UP) # A bit of a hack. Because we only have two bones, we have to use the previous # bone to position the last bone in the chain. var last_bone = bone_nodes[i-1].global_transform # Because we know the length of adjacent bone to this bone in the chain, we can # position this bone by taking the last bone's position plus the length of the # bone on the Z axis. # This will place the position of the bone at the end of the last bone bone_trans.origin = last_bone.origin - last_bone.basis.z.normalized() * bones_in_chain_lengths[i-1] # If this is NOT the last bone in the bone chain, rotate the bone to look at the next # bone in the bone chain. else: # Get the bone node for this bone, and the next bone var b_target = bone_nodes[i].global_transform var b_target_two = bone_nodes[i+1].global_transform # Convert the bone nodes positions from world space to bone/skeleton space b_target.origin = skeleton.global_transform.xform_inv(b_target.origin) 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() # Make this bone look towards the direction of the next bone bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP) # Set the position of the bone to the bone target. # Prior to Godot 3.2, this was not necessary, but because we can now completely # override bone transforms, we need to set the position as well as rotation. bone_trans.origin = b_target.origin # The the bone's (updated) transform set_bone_transform(i, bone_trans) func get_bone_transform(bone, convert_to_world_space = true): # Get the global transform of the 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). if convert_to_world_space: ret.origin = skeleton.global_transform.xform(ret.origin) return ret func set_bone_transform(bone, trans): # Set the global transform of the bone skeleton.set_bone_global_pose_override(bone_IDs[bones_in_chain[bone]], trans, 1.0, true) ############# END OF IK SOLVER RELATED FUNCTIONS ############# func _make_editor_sphere_at_node(node, color): # So we can see the target in the editor, let's create a mesh instance, # Add it as our child, and name it var indicator = MeshInstance.new() node.add_child(indicator) indicator.name = "(EditorOnly) Visual indicator" # We need to make a mesh for the mesh instance. # The code below makes a small sphere mesh var indicator_mesh = SphereMesh.new() indicator_mesh.radius = 0.1 indicator_mesh.height = 0.2 indicator_mesh.radial_segments = 8 indicator_mesh.rings = 4 # The mesh needs a material (unless we want to use the defualt one). # Let's create a material and use the EditorGizmoTexture to texture it. var indicator_material = SpatialMaterial.new() indicator_material.flags_unshaded = true indicator_material.albedo_texture = preload("editor_gizmo_texture.png") indicator_material.albedo_color = color indicator_mesh.material = indicator_material indicator.mesh = indicator_mesh ############# SETGET FUNCTIONS ############# func _set_update_mode(new_value): update_mode = new_value set_process(false) set_physics_process(false) set_notify_transform(false) if update_mode == 0: set_process(true) elif update_mode == 1: set_process(true) elif update_mode == 2: set_notify_transform(true) else: if debug_messages: printerr(name, " - IK_FABRIK: Unknown update mode. NOT updating skeleton") return func _set_skeleton_path(new_value): # Because get_node doesn't work in the first call, we just want to assign instead if first_call: skeleton_path = new_value return skeleton_path = new_value if skeleton_path == null: if debug_messages: printerr(name, " - IK_FABRIK: No Nodepath selected for skeleton_path!") return var temp = get_node(skeleton_path) if temp != null: # If it has the method "get_bone_global_pose" it is likely a Skeleton if temp.has_method("get_bone_global_pose"): skeleton = temp bone_IDs = {} # (Delete all of the old bone nodes and) Make all of the bone nodes for each bone in the IK chain _make_bone_nodes() if debug_messages: 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: printerr(name, " - IK_FABRIK: skeleton_path does not point to a skeleton!") else: if debug_messages: printerr(name, " - IK_FABRIK: No Nodepath selected for skeleton_path!") ############# OTHER (NON IK SOLVER RELATED) FUNCTIONS ############# func _make_bone_nodes(): # Remove all of the old bone nodes # TODO: (not a huge concern, as these can be removed in the editor) for bone in range(0, bones_in_chain.size()): var bone_name = bones_in_chain[bone] if not has_node(bone_name): var new_node = Spatial.new() bone_nodes[bone] = new_node add_child(bone_nodes[bone]) if Engine.editor_hint: if get_tree() != null: if get_tree().edited_scene_root != null: bone_nodes[bone].set_owner(get_tree().edited_scene_root) bone_nodes[bone].name = bone_name else: bone_nodes[bone] = get_node(bone_name) # If we are in the editor, we want to make a sphere at this node if Engine.editor_hint: _make_editor_sphere_at_node(bone_nodes[bone], Color(0.65, 0, 1, 1)) func _set_bone_chain_bones(new_value): bones_in_chain = new_value _make_bone_nodes() func _set_bone_chain_lengths(new_value): bones_in_chain_lengths = new_value total_length = INF