/*************************************************************************/ /* skeleton_ik.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SKELETON_IK_H #define SKELETON_IK_H #ifndef _3D_DISABLED /** * @author AndreaCatania */ #include "core/math/transform.h" #include "scene/3d/skeleton.h" class FabrikInverseKinematic { struct EndEffector { BoneId tip_bone; Transform goal_transform; }; struct ChainItem { Vector childs; ChainItem *parent_item; // Bone info BoneId bone; PhysicalBone *pb; real_t length; /// Positions relative to root bone Transform initial_transform; Vector3 current_pos; // Direction from this bone to child Vector3 current_ori; ChainItem() : parent_item(NULL), bone(-1), pb(NULL), length(0) {} ChainItem *find_child(const BoneId p_bone_id); ChainItem *add_child(const BoneId p_bone_id); }; struct ChainTip { ChainItem *chain_item; const EndEffector *end_effector; ChainTip() : chain_item(NULL), end_effector(NULL) {} ChainTip(ChainItem *p_chain_item, const EndEffector *p_end_effector) : chain_item(p_chain_item), end_effector(p_end_effector) {} ChainTip(const ChainTip &p_other_ct) : chain_item(p_other_ct.chain_item), end_effector(p_other_ct.end_effector) {} }; struct Chain { ChainItem chain_root; ChainItem *middle_chain_item; Vector tips; Vector3 magnet_position; }; public: struct Task : public RID_Data { RID self; Skeleton *skeleton; Chain chain; // Settings real_t min_distance; int max_iterations; // Bone data BoneId root_bone; Vector end_effectors; Transform goal_global_transform; Task() : skeleton(NULL), min_distance(0.01), max_iterations(10), root_bone(-1) {} }; private: /// Init a chain that starts from the root to tip static bool build_chain(Task *p_task, bool p_force_simple_chain = true); static void update_chain(const Skeleton *p_sk, ChainItem *p_chain_item); static void solve_simple(Task *p_task, bool p_solve_magnet); /// Special solvers that solve only chains with one end effector static void solve_simple_backwards(Chain &r_chain, bool p_solve_magnet); static void solve_simple_forwards(Chain &r_chain, bool p_solve_magnet); public: static Task *create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform); static void free_task(Task *p_task); // The goal of chain should be always in local space static void set_goal(Task *p_task, const Transform &p_goal); static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta); static void solve(Task *p_task, real_t blending_delta, bool p_use_magnet, const Vector3 &p_magnet_position); }; class SkeletonIK : public Node { GDCLASS(SkeletonIK, Node); StringName root_bone; StringName tip_bone; real_t interpolation; Transform target; NodePath target_node_path_override; bool use_magnet; Vector3 magnet_position; real_t min_distance; int max_iterations; Skeleton *skeleton; Spatial *target_node_override; FabrikInverseKinematic::Task *task; protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); virtual void _notification(int p_notification); public: SkeletonIK(); virtual ~SkeletonIK(); void set_root_bone(const StringName &p_root_bone); StringName get_root_bone() const; void set_tip_bone(const StringName &p_tip_bone); StringName get_tip_bone() const; void set_interpolation(real_t p_interpolation); real_t get_interpolation() const; void set_target_transform(const Transform &p_target); const Transform &get_target_transform() const; void set_target_node(const NodePath &p_node); NodePath get_target_node(); void set_use_magnet(bool p_use); bool is_using_magnet() const; void set_magnet_position(const Vector3 &p_constraint); const Vector3 &get_magnet_position() const; void set_min_distance(real_t p_min_distance); real_t get_min_distance() const { return min_distance; } void set_max_iterations(int p_iterations); int get_max_iterations() const { return max_iterations; } Skeleton *get_parent_skeleton() const { return skeleton; } bool is_running(); void start(bool p_one_time = false); void stop(); private: Transform _get_target_transform(); void reload_chain(); void reload_goal(); void _solve_chain(); }; #endif // _3D_DISABLED #endif // SKELETON_IK_H