pandemonium_demo_projects/3d/ik/addons/sade/ik_fabrik.gd

471 lines
16 KiB
GDScript

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