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-rw-r--r--scene/animation/animation_cache.cpp6
-rw-r--r--scene/animation/animation_cache.h6
-rw-r--r--scene/animation/animation_player.cpp12
-rw-r--r--scene/animation/animation_player.h8
-rw-r--r--scene/animation/animation_tree.cpp6
-rw-r--r--scene/animation/animation_tree.h8
-rw-r--r--scene/animation/root_motion_view.h6
-rw-r--r--scene/animation/skeleton_ik.cpp578
-rw-r--r--scene/animation/skeleton_ik.h220
9 files changed, 26 insertions, 824 deletions
diff --git a/scene/animation/animation_cache.cpp b/scene/animation/animation_cache.cpp
index 9ed8155bdc..79a7c36e7f 100644
--- a/scene/animation/animation_cache.cpp
+++ b/scene/animation/animation_cache.cpp
@@ -94,19 +94,19 @@ void AnimationCache::_update_cache() {
ERR_CONTINUE_MSG(animation->track_get_type(i) == Animation::TYPE_TRANSFORM, "Transform tracks can't have a subpath '" + np + "'.");
}
- Spatial *sp = Object::cast_to<Spatial>(node);
+ Node3D *sp = Object::cast_to<Node3D>(node);
if (!sp) {
path_cache.push_back(Path());
- ERR_CONTINUE_MSG(!sp, "Transform track not of type Spatial '" + np + "'.");
+ ERR_CONTINUE_MSG(!sp, "Transform track not of type Node3D '" + np + "'.");
}
if (np.get_subname_count() == 1) {
StringName property = np.get_subname(0);
String ps = property;
- Skeleton *sk = Object::cast_to<Skeleton>(node);
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
if (!sk) {
path_cache.push_back(Path());
diff --git a/scene/animation/animation_cache.h b/scene/animation/animation_cache.h
index e73b9e2498..20147f060b 100644
--- a/scene/animation/animation_cache.h
+++ b/scene/animation/animation_cache.h
@@ -31,7 +31,7 @@
#ifndef ANIMATION_CACHE_H
#define ANIMATION_CACHE_H
-#include "scene/3d/skeleton.h"
+#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
class AnimationCache : public Object {
@@ -42,9 +42,9 @@ class AnimationCache : public Object {
RES resource;
Object *object;
- Skeleton *skeleton; // haxor
+ Skeleton3D *skeleton; // haxor
Node *node;
- Spatial *spatial;
+ Node3D *spatial;
int bone_idx;
Vector<StringName> subpath;
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp
index 587485669e..6c870682a6 100644
--- a/scene/animation/animation_player.cpp
+++ b/scene/animation/animation_player.cpp
@@ -44,7 +44,7 @@ void AnimatedValuesBackup::update_skeletons() {
for (int i = 0; i < entries.size(); i++) {
if (entries[i].bone_idx != -1) {
// 3D bone
- Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON);
+ Object::cast_to<Skeleton3D>(entries[i].object)->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
} else {
Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
if (bone && bone->skeleton) {
@@ -252,9 +252,9 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
ObjectID id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id();
int bone_idx = -1;
- if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton>(child)) {
+ if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton3D>(child)) {
- Skeleton *sk = Object::cast_to<Skeleton>(child);
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(child);
bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0));
if (bone_idx == -1) {
@@ -283,9 +283,9 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) {
// special cases and caches for transform tracks
// cache spatial
- p_anim->node_cache[i]->spatial = Object::cast_to<Spatial>(child);
+ p_anim->node_cache[i]->spatial = Object::cast_to<Node3D>(child);
// cache skeleton
- p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton>(child);
+ p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton3D>(child);
if (p_anim->node_cache[i]->skeleton) {
if (a->track_get_path(i).get_subname_count() == 1) {
StringName bone_name = a->track_get_path(i).get_subname(0);
@@ -1612,7 +1612,7 @@ void AnimationPlayer::restore_animated_values(const AnimatedValuesBackup &p_back
if (entry->bone_idx == -1) {
entry->object->set_indexed(entry->subpath, entry->value);
} else {
- Object::cast_to<Skeleton>(entry->object)->set_bone_pose(entry->bone_idx, entry->value);
+ Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose(entry->bone_idx, entry->value);
}
}
}
diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h
index 24f60363ed..32bed6f4d6 100644
--- a/scene/animation/animation_player.h
+++ b/scene/animation/animation_player.h
@@ -32,8 +32,8 @@
#define ANIMATION_PLAYER_H
#include "scene/2d/node_2d.h"
-#include "scene/3d/skeleton.h"
-#include "scene/3d/spatial.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
#ifdef TOOLS_ENABLED
@@ -90,9 +90,9 @@ private:
uint32_t id;
RES resource;
Node *node;
- Spatial *spatial;
+ Node3D *spatial;
Node2D *node_2d;
- Skeleton *skeleton;
+ Skeleton3D *skeleton;
int bone_idx;
// accumulated transforms
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index 95afd74ee5..0e1089cc6a 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -605,7 +605,7 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
} break;
case Animation::TYPE_TRANSFORM: {
- Spatial *spatial = Object::cast_to<Spatial>(child);
+ Node3D *spatial = Object::cast_to<Node3D>(child);
if (!spatial) {
ERR_PRINT("AnimationTree: '" + String(E->get()) + "', transform track does not point to spatial: '" + String(path) + "'");
@@ -618,9 +618,9 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
track_xform->skeleton = NULL;
track_xform->bone_idx = -1;
- if (path.get_subname_count() == 1 && Object::cast_to<Skeleton>(spatial)) {
+ if (path.get_subname_count() == 1 && Object::cast_to<Skeleton3D>(spatial)) {
- Skeleton *sk = Object::cast_to<Skeleton>(spatial);
+ Skeleton3D *sk = Object::cast_to<Skeleton3D>(spatial);
int bone_idx = sk->find_bone(path.get_subname(0));
if (bone_idx != -1) {
diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h
index 742942fcda..faf4333f1d 100644
--- a/scene/animation/animation_tree.h
+++ b/scene/animation/animation_tree.h
@@ -32,8 +32,8 @@
#define ANIMATION_GRAPH_PLAYER_H
#include "animation_player.h"
-#include "scene/3d/skeleton.h"
-#include "scene/3d/spatial.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
#include "scene/resources/animation.h"
class AnimationNodeBlendTree;
@@ -192,8 +192,8 @@ private:
};
struct TrackCacheTransform : public TrackCache {
- Spatial *spatial;
- Skeleton *skeleton;
+ Node3D *spatial;
+ Skeleton3D *skeleton;
int bone_idx;
Vector3 loc;
Quat rot;
diff --git a/scene/animation/root_motion_view.h b/scene/animation/root_motion_view.h
index 42950dde42..c8a755a854 100644
--- a/scene/animation/root_motion_view.h
+++ b/scene/animation/root_motion_view.h
@@ -31,10 +31,10 @@
#ifndef ROOT_MOTION_VIEW_H
#define ROOT_MOTION_VIEW_H
-#include "scene/3d/visual_instance.h"
+#include "scene/3d/visual_instance_3d.h"
-class RootMotionView : public VisualInstance {
- GDCLASS(RootMotionView, VisualInstance);
+class RootMotionView : public VisualInstance3D {
+ GDCLASS(RootMotionView, VisualInstance3D);
public:
RID immediate;
diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp
deleted file mode 100644
index 5800b41ae6..0000000000
--- a/scene/animation/skeleton_ik.cpp
+++ /dev/null
@@ -1,578 +0,0 @@
-/*************************************************************************/
-/* skeleton_ik.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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. */
-/*************************************************************************/
-
-/**
- * @author AndreaCatania
- */
-
-#include "skeleton_ik.h"
-
-#ifndef _3D_DISABLED
-
-FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
- for (int i = children.size() - 1; 0 <= i; --i) {
- if (p_bone_id == children[i].bone) {
- return &children.write[i];
- }
- }
- return NULL;
-}
-
-FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {
- const int infant_child_id = children.size();
- children.resize(infant_child_id + 1);
- children.write[infant_child_id].bone = p_bone_id;
- children.write[infant_child_id].parent_item = this;
- return &children.write[infant_child_id];
-}
-
-/// Build a chain that starts from the root to tip
-bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {
-
- ERR_FAIL_COND_V(-1 == p_task->root_bone, false);
-
- Chain &chain(p_task->chain);
-
- chain.tips.resize(p_task->end_effectors.size());
- chain.chain_root.bone = p_task->root_bone;
- chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
- chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
- chain.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
- chain.middle_chain_item = NULL;
-
- // Holds all IDs that are composing a single chain in reverse order
- Vector<BoneId> chain_ids;
- // This is used to know the chain size
- int sub_chain_size;
- // Resize only one time in order to fit all joints for performance reason
- chain_ids.resize(p_task->skeleton->get_bone_count());
-
- for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {
-
- const EndEffector *ee(&p_task->end_effectors[x]);
- ERR_FAIL_COND_V(p_task->root_bone >= ee->tip_bone, false);
- ERR_FAIL_INDEX_V(ee->tip_bone, p_task->skeleton->get_bone_count(), false);
-
- sub_chain_size = 0;
- // Picks all IDs that composing a single chain in reverse order (except the root)
- BoneId chain_sub_tip(ee->tip_bone);
- while (chain_sub_tip > p_task->root_bone) {
-
- chain_ids.write[sub_chain_size++] = chain_sub_tip;
- chain_sub_tip = p_task->skeleton->get_bone_parent(chain_sub_tip);
- }
-
- BoneId middle_chain_item_id = (((float)sub_chain_size) * 0.5);
-
- // Build chain by reading chain ids in reverse order
- // For each chain item id will be created a ChainItem if doesn't exists
- ChainItem *sub_chain(&chain.chain_root);
- for (int i = sub_chain_size - 1; 0 <= i; --i) {
-
- ChainItem *child_ci(sub_chain->find_child(chain_ids[i]));
- if (!child_ci) {
-
- child_ci = sub_chain->add_child(chain_ids[i]);
-
- child_ci->pb = p_task->skeleton->get_physical_bone(child_ci->bone);
-
- child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
- child_ci->current_pos = child_ci->initial_transform.origin;
-
- if (child_ci->parent_item) {
- child_ci->length = (child_ci->current_pos - child_ci->parent_item->current_pos).length();
- }
- }
-
- sub_chain = child_ci;
-
- if (middle_chain_item_id == i) {
- chain.middle_chain_item = child_ci;
- }
- }
-
- if (!middle_chain_item_id)
- chain.middle_chain_item = NULL;
-
- // Initialize current tip
- chain.tips.write[x].chain_item = sub_chain;
- chain.tips.write[x].end_effector = ee;
-
- if (p_force_simple_chain) {
- // NOTE:
- // This is an "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
- // is not yet created.
- // Remove this code when this is done
- break;
- }
- }
- return true;
-}
-
-void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {
-
- if (!p_chain_item)
- return;
-
- p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
- p_chain_item->current_pos = p_chain_item->initial_transform.origin;
-
- ChainItem *items = p_chain_item->children.ptrw();
- for (int i = 0; i < p_chain_item->children.size(); i += 1) {
- update_chain(p_sk, items + i);
- }
-}
-
-void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {
-
- real_t distance_to_goal(1e4);
- real_t previous_distance_to_goal(0);
- int can_solve(p_task->max_iterations);
- while (distance_to_goal > p_task->min_distance && Math::abs(previous_distance_to_goal - distance_to_goal) > 0.005 && can_solve) {
- previous_distance_to_goal = distance_to_goal;
- --can_solve;
-
- solve_simple_backwards(p_task->chain, p_solve_magnet);
- solve_simple_forwards(p_task->chain, p_solve_magnet);
-
- distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
- }
-}
-
-void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve_magnet) {
-
- if (p_solve_magnet && !r_chain.middle_chain_item) {
- return;
- }
-
- Vector3 goal;
- ChainItem *sub_chain_tip;
- if (p_solve_magnet) {
- goal = r_chain.magnet_position;
- sub_chain_tip = r_chain.middle_chain_item;
- } else {
- goal = r_chain.tips[0].end_effector->goal_transform.origin;
- sub_chain_tip = r_chain.tips[0].chain_item;
- }
-
- while (sub_chain_tip) {
- sub_chain_tip->current_pos = goal;
-
- if (sub_chain_tip->parent_item) {
- // Not yet in the chain root
- // So calculate next goal location
-
- const Vector3 look_parent((sub_chain_tip->parent_item->current_pos - sub_chain_tip->current_pos).normalized());
- goal = sub_chain_tip->current_pos + (look_parent * sub_chain_tip->length);
-
- // [TODO] Constraints goes here
- }
-
- sub_chain_tip = sub_chain_tip->parent_item;
- }
-}
-
-void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet) {
-
- if (p_solve_magnet && !r_chain.middle_chain_item) {
- return;
- }
-
- ChainItem *sub_chain_root(&r_chain.chain_root);
- Vector3 origin(r_chain.chain_root.initial_transform.origin);
-
- while (sub_chain_root) { // Reach the tip
- sub_chain_root->current_pos = origin;
-
- if (!sub_chain_root->children.empty()) {
-
- ChainItem &child(sub_chain_root->children.write[0]);
-
- // Is not tip
- // So calculate next origin location
-
- // Look child
- sub_chain_root->current_ori = (child.current_pos - sub_chain_root->current_pos).normalized();
- origin = sub_chain_root->current_pos + (sub_chain_root->current_ori * child.length);
-
- // [TODO] Constraints goes here
-
- if (p_solve_magnet && sub_chain_root == r_chain.middle_chain_item) {
- // In case of magnet solving this is the tip
- sub_chain_root = NULL;
- } else {
- sub_chain_root = &child;
- }
- } else {
-
- // Is tip
- sub_chain_root = NULL;
- }
- }
-}
-
-FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform) {
-
- FabrikInverseKinematic::EndEffector ee;
- ee.tip_bone = tip_bone;
-
- Task *task(memnew(Task));
- task->skeleton = p_sk;
- task->root_bone = root_bone;
- task->end_effectors.push_back(ee);
- task->goal_global_transform = goal_transform;
-
- if (!build_chain(task)) {
- free_task(task);
- return NULL;
- }
-
- return task;
-}
-
-void FabrikInverseKinematic::free_task(Task *p_task) {
- if (p_task)
- memdelete(p_task);
-}
-
-void FabrikInverseKinematic::set_goal(Task *p_task, const Transform &p_goal) {
- p_task->goal_global_transform = p_goal;
-}
-
-void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta) {
-
- if (blending_delta >= 0.99f) {
- // Update the end_effector (local transform) without blending
- p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
- } else {
-
- // End effector in local transform
- const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors.write[0].tip_bone));
-
- // Update the end_effector (local transform) by blending with current pose
- p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
- }
-}
-
-void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
-
- if (blending_delta <= 0.01f) {
- return; // Skip solving
- }
-
- p_task->skeleton->clear_bones_global_pose_override();
-
- make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse().scaled(p_task->skeleton->get_global_transform().get_basis().get_scale()), blending_delta);
-
- update_chain(p_task->skeleton, &p_task->chain.chain_root);
-
- if (p_use_magnet && p_task->chain.middle_chain_item) {
- p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
- solve_simple(p_task, true);
- }
- solve_simple(p_task, false);
-
- // Assign new bone position.
- ChainItem *ci(&p_task->chain.chain_root);
- while (ci) {
- Transform new_bone_pose(ci->initial_transform);
- new_bone_pose.origin = ci->current_pos;
-
- if (!ci->children.empty()) {
-
- /// Rotate basis
- const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
- const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
-
- if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
- const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
- new_bone_pose.basis.rotate(rot_axis, rot_angle);
- }
- } else {
- // Set target orientation to tip
- if (override_tip_basis)
- new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
- else
- new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
- }
-
- p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
-
- if (!ci->children.empty())
- ci = &ci->children.write[0];
- else
- ci = NULL;
- }
-}
-
-void SkeletonIK::_validate_property(PropertyInfo &property) const {
-
- if (property.name == "root_bone" || property.name == "tip_bone") {
-
- if (skeleton) {
-
- String names("--,");
- for (int i = 0; i < skeleton->get_bone_count(); i++) {
- if (i > 0)
- names += ",";
- names += skeleton->get_bone_name(i);
- }
-
- property.hint = PROPERTY_HINT_ENUM;
- property.hint_string = names;
- } else {
-
- property.hint = PROPERTY_HINT_NONE;
- property.hint_string = "";
- }
- }
-}
-
-void SkeletonIK::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_root_bone", "root_bone"), &SkeletonIK::set_root_bone);
- ClassDB::bind_method(D_METHOD("get_root_bone"), &SkeletonIK::get_root_bone);
-
- ClassDB::bind_method(D_METHOD("set_tip_bone", "tip_bone"), &SkeletonIK::set_tip_bone);
- ClassDB::bind_method(D_METHOD("get_tip_bone"), &SkeletonIK::get_tip_bone);
-
- ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK::set_interpolation);
- ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK::get_interpolation);
-
- ClassDB::bind_method(D_METHOD("set_target_transform", "target"), &SkeletonIK::set_target_transform);
- ClassDB::bind_method(D_METHOD("get_target_transform"), &SkeletonIK::get_target_transform);
-
- ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK::set_target_node);
- ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK::get_target_node);
-
- ClassDB::bind_method(D_METHOD("set_override_tip_basis", "override"), &SkeletonIK::set_override_tip_basis);
- ClassDB::bind_method(D_METHOD("is_override_tip_basis"), &SkeletonIK::is_override_tip_basis);
-
- ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK::set_use_magnet);
- ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK::is_using_magnet);
-
- ClassDB::bind_method(D_METHOD("set_magnet_position", "local_position"), &SkeletonIK::set_magnet_position);
- ClassDB::bind_method(D_METHOD("get_magnet_position"), &SkeletonIK::get_magnet_position);
-
- ClassDB::bind_method(D_METHOD("get_parent_skeleton"), &SkeletonIK::get_parent_skeleton);
- ClassDB::bind_method(D_METHOD("is_running"), &SkeletonIK::is_running);
-
- ClassDB::bind_method(D_METHOD("set_min_distance", "min_distance"), &SkeletonIK::set_min_distance);
- ClassDB::bind_method(D_METHOD("get_min_distance"), &SkeletonIK::get_min_distance);
-
- ClassDB::bind_method(D_METHOD("set_max_iterations", "iterations"), &SkeletonIK::set_max_iterations);
- ClassDB::bind_method(D_METHOD("get_max_iterations"), &SkeletonIK::get_max_iterations);
-
- ClassDB::bind_method(D_METHOD("start", "one_time"), &SkeletonIK::start, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("stop"), &SkeletonIK::stop);
-
- ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "root_bone"), "set_root_bone", "get_root_bone");
- ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "tip_bone"), "set_tip_bone", "get_tip_bone");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target_transform", "get_target_transform");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min_distance"), "set_min_distance", "get_min_distance");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
-}
-
-void SkeletonIK::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- skeleton = Object::cast_to<Skeleton>(get_parent());
- set_process_priority(1);
- reload_chain();
- } break;
- case NOTIFICATION_INTERNAL_PROCESS: {
-
- if (target_node_override)
- reload_goal();
-
- _solve_chain();
-
- } break;
- case NOTIFICATION_EXIT_TREE: {
- reload_chain();
- } break;
- }
-}
-
-SkeletonIK::SkeletonIK() :
- interpolation(1),
- override_tip_basis(true),
- use_magnet(false),
- min_distance(0.01),
- max_iterations(10),
- skeleton(NULL),
- target_node_override(NULL),
- task(NULL) {
-}
-
-SkeletonIK::~SkeletonIK() {
- FabrikInverseKinematic::free_task(task);
- task = NULL;
-}
-
-void SkeletonIK::set_root_bone(const StringName &p_root_bone) {
- root_bone = p_root_bone;
- reload_chain();
-}
-
-StringName SkeletonIK::get_root_bone() const {
- return root_bone;
-}
-
-void SkeletonIK::set_tip_bone(const StringName &p_tip_bone) {
- tip_bone = p_tip_bone;
- reload_chain();
-}
-
-StringName SkeletonIK::get_tip_bone() const {
- return tip_bone;
-}
-
-void SkeletonIK::set_interpolation(real_t p_interpolation) {
- interpolation = p_interpolation;
-}
-
-real_t SkeletonIK::get_interpolation() const {
- return interpolation;
-}
-
-void SkeletonIK::set_target_transform(const Transform &p_target) {
- target = p_target;
- reload_goal();
-}
-
-const Transform &SkeletonIK::get_target_transform() const {
- return target;
-}
-
-void SkeletonIK::set_target_node(const NodePath &p_node) {
- target_node_path_override = p_node;
- target_node_override = NULL;
- reload_goal();
-}
-
-NodePath SkeletonIK::get_target_node() {
- return target_node_path_override;
-}
-
-void SkeletonIK::set_override_tip_basis(bool p_override) {
- override_tip_basis = p_override;
-}
-
-bool SkeletonIK::is_override_tip_basis() const {
- return override_tip_basis;
-}
-
-void SkeletonIK::set_use_magnet(bool p_use) {
- use_magnet = p_use;
-}
-
-bool SkeletonIK::is_using_magnet() const {
- return use_magnet;
-}
-
-void SkeletonIK::set_magnet_position(const Vector3 &p_local_position) {
- magnet_position = p_local_position;
-}
-
-const Vector3 &SkeletonIK::get_magnet_position() const {
- return magnet_position;
-}
-
-void SkeletonIK::set_min_distance(real_t p_min_distance) {
- min_distance = p_min_distance;
-}
-
-void SkeletonIK::set_max_iterations(int p_iterations) {
- max_iterations = p_iterations;
-}
-
-bool SkeletonIK::is_running() {
- return is_processing_internal();
-}
-
-void SkeletonIK::start(bool p_one_time) {
- if (p_one_time) {
- set_process_internal(false);
- _solve_chain();
- } else {
- set_process_internal(true);
- }
-}
-
-void SkeletonIK::stop() {
- set_process_internal(false);
-}
-
-Transform SkeletonIK::_get_target_transform() {
-
- if (!target_node_override && !target_node_path_override.is_empty())
- target_node_override = Object::cast_to<Spatial>(get_node(target_node_path_override));
-
- if (target_node_override)
- return target_node_override->get_global_transform();
- else
- return target;
-}
-
-void SkeletonIK::reload_chain() {
-
- FabrikInverseKinematic::free_task(task);
- task = NULL;
-
- if (!skeleton)
- return;
-
- task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
- if (task) {
- task->max_iterations = max_iterations;
- task->min_distance = min_distance;
- }
-}
-
-void SkeletonIK::reload_goal() {
- if (!task)
- return;
-
- FabrikInverseKinematic::set_goal(task, _get_target_transform());
-}
-
-void SkeletonIK::_solve_chain() {
- if (!task)
- return;
- FabrikInverseKinematic::solve(task, interpolation, override_tip_basis, use_magnet, magnet_position);
-}
-
-#endif // _3D_DISABLED
diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h
deleted file mode 100644
index 02d5aba5ba..0000000000
--- a/scene/animation/skeleton_ik.h
+++ /dev/null
@@ -1,220 +0,0 @@
-/*************************************************************************/
-/* skeleton_ik.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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<ChainItem> children;
- 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<ChainTip> tips;
- Vector3 magnet_position;
- };
-
-public:
- struct Task {
- RID self;
- Skeleton *skeleton;
-
- Chain chain;
-
- // Settings
- real_t min_distance;
- int max_iterations;
-
- // Bone data
- BoneId root_bone;
- Vector<EndEffector> 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 override_tip_basis, 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 override_tip_basis;
- 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_what);
-
-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_override_tip_basis(bool p_override);
- bool is_override_tip_basis() const;
-
- void set_use_magnet(bool p_use);
- bool is_using_magnet() const;
-
- void set_magnet_position(const Vector3 &p_local_position);
- 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