diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-08-16 15:37:17 +0200 |
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committer | GitHub <noreply@github.com> | 2021-08-16 15:37:17 +0200 |
commit | fff9a451a194132deb8ccf7feced9137b78587e9 (patch) | |
tree | e664d8881d6262ee8d9ba4bfa24498a4fa0e914e /editor/plugins | |
parent | 1ee61a501f1f01d619b85d3de53cef76914885e2 (diff) | |
parent | 5ffed49907618e3c7e7e2bddddcc8449d0b090a6 (diff) |
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
Diffstat (limited to 'editor/plugins')
-rw-r--r-- | editor/plugins/node_3d_editor_gizmos.cpp | 79 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_gizmos.h | 1 | ||||
-rw-r--r-- | editor/plugins/skeleton_3d_editor_plugin.cpp | 26 |
3 files changed, 63 insertions, 43 deletions
diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp index dcea7b26f3..b93e12d7fa 100644 --- a/editor/plugins/node_3d_editor_gizmos.cpp +++ b/editor/plugins/node_3d_editor_gizmos.cpp @@ -2100,64 +2100,76 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { surface_tool->begin(Mesh::PRIMITIVE_LINES); surface_tool->set_material(material); - Vector<Transform3D> grests; + LocalVector<Transform3D> grests; grests.resize(skel->get_bone_count()); - Vector<int> bones; - Vector<float> weights; + LocalVector<int> bones; + LocalVector<real_t> weights; bones.resize(4); weights.resize(4); for (int i = 0; i < 4; i++) { - bones.write[i] = 0; - weights.write[i] = 0; + bones[i] = 0; + weights[i] = 0; } - weights.write[0] = 1; + weights[0] = 1; AABB aabb; Color bonecolor = Color(1.0, 0.4, 0.4, 0.3); Color rootcolor = Color(0.4, 1.0, 0.4, 0.1); - for (int i_bone = 0; i_bone < skel->get_bone_count(); i_bone++) { - int i = skel->get_process_order(i_bone); + //LocalVector<int> bones_to_process = skel->get_parentless_bones(); + LocalVector<int> bones_to_process; + bones_to_process = skel->get_parentless_bones(); - int parent = skel->get_bone_parent(i); + while (bones_to_process.size() > 0) { + int current_bone_idx = bones_to_process[0]; + bones_to_process.erase(current_bone_idx); - if (parent >= 0) { - grests.write[i] = grests[parent] * skel->get_bone_rest(i); + LocalVector<int> child_bones_vector; + child_bones_vector = skel->get_bone_children(current_bone_idx); + int child_bones_size = child_bones_vector.size(); - Vector3 v0 = grests[parent].origin; - Vector3 v1 = grests[i].origin; - Vector3 d = (v1 - v0).normalized(); - float dist = v0.distance_to(v1); + // You have children but no parent, then you must be a root/parentless bone. + if (child_bones_size >= 0 && skel->get_bone_parent(current_bone_idx) <= 0) { + grests[current_bone_idx] = skel->global_pose_to_local_pose(current_bone_idx, skel->get_bone_global_pose(current_bone_idx)); + } - //find closest axis - int closest = -1; - float closest_d = 0.0; + for (int i = 0; i < child_bones_size; i++) { + int child_bone_idx = child_bones_vector[i]; + grests[child_bone_idx] = skel->global_pose_to_local_pose(child_bone_idx, skel->get_bone_global_pose(child_bone_idx)); + Vector3 v0 = grests[current_bone_idx].origin; + Vector3 v1 = grests[child_bone_idx].origin; + Vector3 d = skel->get_bone_rest(child_bone_idx).origin.normalized(); + real_t dist = skel->get_bone_rest(child_bone_idx).origin.length(); + + // Find closest axis. + int closest = -1; + real_t closest_d = 0.0; for (int j = 0; j < 3; j++) { - float dp = Math::abs(grests[parent].basis[j].normalized().dot(d)); + real_t dp = Math::abs(grests[current_bone_idx].basis[j].normalized().dot(d)); if (j == 0 || dp > closest_d) { closest = j; } } - //find closest other + // Find closest other. Vector3 first; Vector3 points[4]; - int pointidx = 0; + int point_idx = 0; for (int j = 0; j < 3; j++) { - bones.write[0] = parent; + bones[0] = current_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->set_color(rootcolor); - surface_tool->add_vertex(v0 - grests[parent].basis[j].normalized() * dist * 0.05); + surface_tool->add_vertex(v0 - grests[current_bone_idx].basis[j].normalized() * dist * 0.05); surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->set_color(rootcolor); - surface_tool->add_vertex(v0 + grests[parent].basis[j].normalized() * dist * 0.05); + surface_tool->add_vertex(v0 + grests[current_bone_idx].basis[j].normalized() * dist * 0.05); if (j == closest) { continue; @@ -2165,7 +2177,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Vector3 axis; if (first == Vector3()) { - axis = d.cross(d.cross(grests[parent].basis[j])).normalized(); + axis = d.cross(d.cross(grests[current_bone_idx].basis[j])).normalized(); first = axis; } else { axis = d.cross(first).normalized(); @@ -2178,7 +2190,7 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Vector3 point = v0 + d * dist * 0.2; point += axis * dist * 0.1; - bones.write[0] = parent; + bones[0] = current_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->set_color(bonecolor); @@ -2188,23 +2200,22 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { surface_tool->set_color(bonecolor); surface_tool->add_vertex(point); - bones.write[0] = parent; + bones[0] = current_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->set_color(bonecolor); surface_tool->add_vertex(point); - bones.write[0] = i; + bones[0] = child_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->set_color(bonecolor); surface_tool->add_vertex(v1); - points[pointidx++] = point; + points[point_idx++] = point; } } - SWAP(points[1], points[2]); for (int j = 0; j < 4; j++) { - bones.write[0] = parent; + bones[0] = current_bone_idx; surface_tool->set_bones(bones); surface_tool->set_weights(weights); surface_tool->set_color(bonecolor); @@ -2214,9 +2225,9 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { surface_tool->set_color(bonecolor); surface_tool->add_vertex(points[(j + 1) % 4]); } - } else { - grests.write[i] = skel->get_bone_rest(i); - bones.write[0] = i; + + // Add the bone's children to the list of bones to be processed. + bones_to_process.push_back(child_bones_vector[i]); } } diff --git a/editor/plugins/node_3d_editor_gizmos.h b/editor/plugins/node_3d_editor_gizmos.h index 64f46f2b1a..2cc0951557 100644 --- a/editor/plugins/node_3d_editor_gizmos.h +++ b/editor/plugins/node_3d_editor_gizmos.h @@ -31,6 +31,7 @@ #ifndef NODE_3D_EDITOR_GIZMOS_H #define NODE_3D_EDITOR_GIZMOS_H +#include "core/templates/local_vector.h" #include "core/templates/ordered_hash_map.h" #include "scene/3d/node_3d.h" #include "scene/3d/skeleton_3d.h" diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index 0bb0bfde6f..309821b3dc 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -551,22 +551,30 @@ void Skeleton3DEditor::update_joint_tree() { items.insert(-1, root); - const Vector<int> &joint_porder = skeleton->get_bone_process_orders(); Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons")); - for (int i = 0; i < joint_porder.size(); ++i) { - const int b_idx = joint_porder[i]; + Vector<int> bones_to_process = skeleton->get_parentless_bones(); + while (bones_to_process.size() > 0) { + int current_bone_idx = bones_to_process[0]; + bones_to_process.erase(current_bone_idx); - const int p_idx = skeleton->get_bone_parent(b_idx); - TreeItem *p_item = items.find(p_idx)->get(); + const int parent_idx = skeleton->get_bone_parent(current_bone_idx); + TreeItem *parent_item = items.find(parent_idx)->get(); - TreeItem *joint_item = joint_tree->create_item(p_item); - items.insert(b_idx, joint_item); + TreeItem *joint_item = joint_tree->create_item(parent_item); + items.insert(current_bone_idx, joint_item); - joint_item->set_text(0, skeleton->get_bone_name(b_idx)); + joint_item->set_text(0, skeleton->get_bone_name(current_bone_idx)); joint_item->set_icon(0, bone_icon); joint_item->set_selectable(0, true); - joint_item->set_metadata(0, "bones/" + itos(b_idx)); + joint_item->set_metadata(0, "bones/" + itos(current_bone_idx)); + + // Add the bone's children to the list of bones to be processed + Vector<int> current_bone_child_bones = skeleton->get_bone_children(current_bone_idx); + int child_bone_size = current_bone_child_bones.size(); + for (int i = 0; i < child_bone_size; i++) { + bones_to_process.push_back(current_bone_child_bones[i]); + } } } |